Files
tbd-station-14/Content.Server/GameObjects/EntitySystems/StationEvents/RadiationPulseSystem.cs
DrSmugleaf dd385a0511 Change all of body system to use entities and components (#2074)
* Early commit

* Early commit 2

* merging master broke my git

* does anyone even read these

* life is fleeting

* it just works

* this time passing integration tests

* Remove hashset yaml serialization for now

* You got a license for those nullables?

* No examine, no context menu, part and mechanism parenting and visibility

* Fix wrong brain sprite state

* Removing layers was a mistake

* just tear body system a new one and see if it still breathes

* Remove redundant code

* Add that comment back

* Separate damage and body, component states, stomach rework

* Add containers for body parts

* Bring layers back pls

* Fix parts magically changing color

* Reimplement sprite layer visibility

* Fix tests

* Add leg test

* Active legs is gone

Crab rave

* Merge fixes, rename DamageState to CurrentState

* Remove IShowContextMenu and ICanExamine
2020-10-10 15:25:13 +02:00

58 lines
2.0 KiB
C#

using Content.Server.GameObjects.Components.StationEvents;
using Content.Shared.GameObjects.Components.Body;
using Content.Shared.Interfaces.GameObjects.Components;
using JetBrains.Annotations;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Map;
namespace Content.Server.GameObjects.EntitySystems.StationEvents
{
[UsedImplicitly]
public sealed class RadiationPulseSystem : EntitySystem
{
private const string RadiationPrototype = "RadiationPulse";
public IEntity RadiationPulse(EntityCoordinates coordinates, float range, int dps, bool decay = true, float minPulseLifespan = 0.8f, float maxPulseLifespan = 2.5f, string sound = null)
{
var radiationEntity = EntityManager.SpawnEntity(RadiationPrototype, coordinates);
var radiation = radiationEntity.GetComponent<RadiationPulseComponent>();
radiation.Range = range;
radiation.RadsPerSecond = dps;
radiation.Draw = false;
radiation.Decay = decay;
radiation.MinPulseLifespan = minPulseLifespan;
radiation.MaxPulseLifespan = maxPulseLifespan;
radiation.Sound = sound;
radiation.DoPulse();
return radiationEntity;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
foreach (var comp in ComponentManager.EntityQuery<RadiationPulseComponent>())
{
comp.Update(frameTime);
var ent = comp.Owner;
if (ent.Deleted) continue;
foreach (var entity in EntityManager.GetEntitiesInRange(ent.Transform.Coordinates, comp.Range, true))
{
if (entity.Deleted) continue;
foreach (var radiation in entity.GetAllComponents<IRadiationAct>())
{
radiation.RadiationAct(frameTime, comp);
}
}
}
}
}
}