Files
tbd-station-14/Content.Server/Radiation/RadiationPulseSystem.cs
2021-10-18 23:58:34 +11:00

54 lines
1.9 KiB
C#

using System.Linq;
using Content.Shared.Radiation;
using Content.Shared.Sound;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
namespace Content.Server.Radiation
{
[UsedImplicitly]
public sealed class RadiationPulseSystem : EntitySystem
{
[Dependency] private readonly IEntityLookup _lookup = default!;
private const float RadiationCooldown = 0.5f;
private float _accumulator;
public override void Update(float frameTime)
{
base.Update(frameTime);
_accumulator += frameTime;
while (_accumulator > RadiationCooldown)
{
_accumulator -= RadiationCooldown;
// All code here runs effectively every RadiationCooldown seconds, so use that as the "frame time".
foreach (var comp in EntityManager.EntityQuery<RadiationPulseComponent>())
{
comp.Update(RadiationCooldown);
var ent = comp.Owner;
if (ent.Deleted) continue;
foreach (var entity in _lookup.GetEntitiesInRange(ent.Transform.Coordinates, comp.Range))
{
// For now at least still need this because it uses a list internally then returns and this may be deleted before we get to it.
if (entity.Deleted) continue;
// Note: Radiation is liable for a refactor (stinky Sloth coding a basic version when he did StationEvents)
// so this ToArray doesn't really matter.
foreach (var radiation in entity.GetAllComponents<IRadiationAct>().ToArray())
{
radiation.RadiationAct(RadiationCooldown, comp);
}
}
}
}
}
}
}