* Added new anomaly particle * Add basic anomaly behaviour * +2 parametres * add functional to new particle * add components to behaviours * big content * add shuffle, moved thing to server * clean up * fixes * random pick redo * bonjour behavioUr * fix AJCM * fix * add some new behaviours * power modifier behaviour * rmeove timer * new event for update ui fix * refactor! * fixes * enum * Fix mapinit * Minor touches --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
51 lines
2.0 KiB
C#
51 lines
2.0 KiB
C#
using Content.Server.Atmos.Components;
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using Content.Server.Atmos.EntitySystems;
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using Content.Shared.Anomaly.Components;
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using Content.Shared.Anomaly.Effects.Components;
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using Robust.Shared.Map;
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namespace Content.Server.Anomaly.Effects;
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/// <summary>
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/// This handles <see cref="PyroclasticAnomalyComponent"/> and the events from <seealso cref="AnomalySystem"/>
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/// </summary>
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public sealed class PyroclasticAnomalySystem : EntitySystem
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{
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly FlammableSystem _flammable = default!;
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/// <inheritdoc/>
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public override void Initialize()
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{
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SubscribeLocalEvent<PyroclasticAnomalyComponent, AnomalyPulseEvent>(OnPulse);
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SubscribeLocalEvent<PyroclasticAnomalyComponent, AnomalySupercriticalEvent>(OnSupercritical);
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}
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private void OnPulse(EntityUid uid, PyroclasticAnomalyComponent component, ref AnomalyPulseEvent args)
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{
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var xform = Transform(uid);
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var ignitionRadius = component.MaximumIgnitionRadius * args.Stability * args.PowerModifier;
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IgniteNearby(uid, xform.Coordinates, args.Severity, ignitionRadius);
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}
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private void OnSupercritical(EntityUid uid, PyroclasticAnomalyComponent component, ref AnomalySupercriticalEvent args)
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{
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var xform = Transform(uid);
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IgniteNearby(uid, xform.Coordinates, 1, component.MaximumIgnitionRadius * 2 * args.PowerModifier);
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}
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public void IgniteNearby(EntityUid uid, EntityCoordinates coordinates, float severity, float radius)
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{
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var flammables = new HashSet<Entity<FlammableComponent>>();
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_lookup.GetEntitiesInRange(coordinates, radius, flammables);
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foreach (var flammable in flammables)
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{
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var ent = flammable.Owner;
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var stackAmount = 1 + (int) (severity / 0.15f);
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_flammable.AdjustFireStacks(ent, stackAmount, flammable);
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_flammable.Ignite(ent, uid, flammable);
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}
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}
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}
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