CatStation/Content.Server/Weapons/Hitscan/Systems/HitscanIgniteSystem.cs

33 lines
1.2 KiB
C#

using Content.Shared.Atmos.Components;
using Content.Server.Atmos.EntitySystems;
using Content.Server.Weapons.Hitscan.Components;
using Content.Shared.Weapons.Hitscan.Events;
using Robust.Shared.Random;
namespace Content.Server.Weapons.Hitscan.Systems;
public sealed partial class HitscanIgniteSystem : EntitySystem
{
[Dependency] private IRobustRandom _robustRandom = default!;
[Dependency] private FlammableSystem _flammable = default!;
//The hitscan has hit the target, rolls a chance to ignite and ignite if it succeeds.
[SubscribeLocalEvent]
private void OnHitscanHit(Entity<HitscanIgniteComponent> ent, ref HitscanRaycastFiredEvent args)
{
//If the roll succeeds, the target is set on fire.
var target = args.Data.HitEntity;
var stackAmount = ent.Comp.FireStacks;
if (target == null)
return;
//Rolls a chance for the laser to ignite the target. Cancels if it fails.
if (!_robustRandom.Prob(ent.Comp.IgniteChance))
return;
if (TryComp<FlammableComponent>(target.Value, out var flamcmp))
_flammable.AdjustFireStacks(target.Value, stackAmount, flamcmp, true);
}
}