# Conflicts: # .github/CODEOWNERS # .github/PULL_REQUEST_TEMPLATE.md # Content.Client/Changelog/ChangelogTab.xaml.cs # Content.Client/Chemistry/UI/ChemMasterWindow.xaml # Content.Client/Entry/EntryPoint.cs # Content.Client/GameTicking/Managers/ClientGameTicker.cs # Content.Client/Launcher/LauncherConnectingGui.xaml # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Paper/UI/PaperWindow.xaml.cs # Content.Client/StationRecords/GeneralStationRecordConsoleWindow.xaml.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Screens/SeparatedChatGameScreen.xaml # Content.Client/UserInterface/Systems/Ghost/Widgets/GhostGui.xaml.cs # Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.IntegrationTests/Tests/Power/StationPowerTests.cs # Content.Packaging/ServerPackaging.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Administration/Systems/AdminVerbSystem.Tools.cs # Content.Server/Atmos/TileAtmosphere.cs # Content.Server/Bible/BibleSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Content.Server.csproj # Content.Server/Discord/DiscordLink/DiscordLink.cs # Content.Server/GameTicking/GameTicker.LobbyBackground.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Ghost/GhostSystem.cs # Content.Server/Kitchen/Components/MicrowaveComponent.cs # Content.Server/Kitchen/EntitySystems/MicrowaveSystem.cs # Content.Server/Mech/Systems/MechSystem.cs # Content.Server/Medical/CrewMonitoring/CrewMonitoringConsoleSystem.cs # Content.Server/Medical/DefibrillatorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/DockingSystem.Shuttle.cs # Content.Server/Silicons/Borgs/BorgSystem.Transponder.cs # Content.Server/Tips/TipsSystem.cs # Content.Server/Traitor/Uplink/UplinkSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Bed/BedSystem.cs # Content.Shared/Blocking/BlockingSystem.User.cs # Content.Shared/Buckle/SharedBuckleSystem.Buckle.cs # Content.Shared/Chat/SharedSuicideSystem.cs # Content.Shared/Chemistry/Components/HyposprayComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Chemistry/EntitySystems/ScoopableSolutionSystem.cs # Content.Shared/Chemistry/EntitySystems/SolutionTransferSystem.cs # Content.Shared/Chemistry/Events/HyposprayEvents.cs # Content.Shared/Content.Shared.csproj # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/Friction/TileFrictionController.cs # Content.Shared/GameTicking/SharedGameTicker.cs # Content.Shared/Interaction/InteractHand.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs # Content.Shared/Nutrition/EntitySystems/HungerSystem.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Throwing/ThrowingSystem.cs # Content.Shared/Trigger/Systems/TriggerOnHitscanSystem.cs # Content.Shared/Weapons/Hitscan/Systems/HitscanBasicDamageSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Components/BatteryWeaponFireModesComponent.cs # Content.Shared/Weapons/Ranged/Components/HitscanBatteryAmmoProviderComponent.cs # Content.Shared/Weapons/Ranged/Systems/BatteryWeaponFireModesSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Ballistic.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Battery.cs # Content.Shared/Zombies/ZombieComponent.cs # Content.Shared/_Sunrise/Lobby/LobbyBackgroundPrototype.cs # README.md # Resources/Locale/en-US/_strings/borg/borg.ftl # Resources/Locale/en-US/_strings/chemistry/components/hypospray-component.ftl # Resources/Locale/en-US/_strings/chemistry/components/injector-component.ftl # Resources/Locale/en-US/_strings/commands/pauseatmos-command.ftl # Resources/Locale/en-US/_strings/commands/quick-inspect-command.ftl # Resources/Locale/en-US/_strings/commands/show-wallmounts-command.ftl # Resources/Locale/en-US/_strings/commands/substepatmos-command.ftl # Resources/Locale/en-US/_strings/fluids/components/equip-spray-component.ftl # Resources/Locale/en-US/_strings/game-ticking/game-presets/preset-revolutionary.ftl # Resources/Locale/en-US/_strings/job/job-names.ftl # Resources/Locale/en-US/_strings/lobby/lobby-state-background.ftl # Resources/Locale/en-US/_strings/reagents/meta/medicine.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/silicons/borg-module.ftl # Resources/Locale/en-US/_strings/store/changeling-catalog.ftl # Resources/Locale/en-US/_strings/store/currency.ftl # Resources/Locale/en-US/_strings/store/store.ftl # Resources/Locale/en-US/_strings/store/uplink-catalog.ftl # Resources/Prototypes/Body/Organs/slime.yml # Resources/Prototypes/Catalog/Fills/Backpacks/backpack.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Boxes/ammunition.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/antag.yml # Resources/Prototypes/Catalog/Fills/Crates/armory.yml # Resources/Prototypes/Catalog/Fills/Crates/botany.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Crates/medical.yml # Resources/Prototypes/Catalog/Fills/Crates/salvage.yml # Resources/Prototypes/Catalog/Fills/Crates/security.yml # Resources/Prototypes/Catalog/Fills/Crates/service.yml # Resources/Prototypes/Catalog/Fills/Crates/syndicate.yml # Resources/Prototypes/Catalog/Fills/Items/belt.yml # Resources/Prototypes/Catalog/Fills/Items/briefcases.yml # Resources/Prototypes/Catalog/Fills/Items/firstaidkits.yml # Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Entities/Clothing/Back/backpacks.yml # Resources/Prototypes/Entities/Clothing/Shoes/magboots.yml # Resources/Prototypes/Entities/Debugging/debug_sweps.yml # Resources/Prototypes/Entities/Debugging/stress_test.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/anomaly.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/toy.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/xenoborgs.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Objects/Devices/base_handheld.yml # Resources/Prototypes/Entities/Objects/Fun/Instruments/instruments_misc.yml # Resources/Prototypes/Entities/Objects/Fun/dice_bag.yml # Resources/Prototypes/Entities/Objects/Fun/snap_pops.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Chapel/bibles.yml # Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/surgery.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/mmi.yml # Resources/Prototypes/Entities/Objects/Specific/Service/barber.yml # Resources/Prototypes/Entities/Objects/Tools/glowstick.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/antimateriel.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/heavy_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/rifle_light.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/explosives.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/LMGs/lmgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Pistols/pistols.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Rifles/rifles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/SMGs/smgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/knife.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Furniture/dresser.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Shuttles/cannons.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/GameRules/roundstart.yml # Resources/Prototypes/GameRules/unknown_shuttles.yml # Resources/Prototypes/InventoryTemplates/aghost_inventory_template.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/loadout_groups.yml # Resources/Prototypes/Loadouts/role_loadouts.yml # Resources/Prototypes/Maps/Pools/default.yml # Resources/Prototypes/Maps/amber.yml # Resources/Prototypes/Maps/oasis.yml # Resources/Prototypes/Maps/reach.yml # Resources/Prototypes/Objectives/objectiveGroups.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Reagents/narcotics.yml # Resources/Prototypes/Reagents/toxins.yml # Resources/Prototypes/Recipes/Reactions/medicine.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/Roles/Jobs/Wildcards/zookeeper.yml # Resources/Prototypes/Roles/play_time_trackers.yml # Resources/Prototypes/Shuttles/shuttle_incoming_event.yml # Resources/Prototypes/Species/species_weights.yml # Resources/Prototypes/Store/presets.yml # Resources/Prototypes/ai_factions.yml # Resources/Prototypes/borg_types.yml # Resources/Prototypes/explosion.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Prototypes/silicon-laws.yml # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/icon-med.png # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-broken.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-empty.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-open.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_chassis.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness+o.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness.png # Resources/Textures/Objects/Specific/Medical/hypospray.rsi/meta.json # Resources/Textures/Objects/Specific/Medical/medical.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles2.rsi/meta.json # Resources/Textures/Structures/Storage/canister.rsi/meta.json # Resources/Textures/Structures/Storage/tanks.rsi/meta.json # Resources/migration.yml # RobustToolbox # SECURITY.md # SpaceStation14.sln
483 lines
19 KiB
C#
483 lines
19 KiB
C#
using Content.Server.Administration.Logs;
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using Content.Server.Atmos.Components;
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using Content.Server.Stunnable;
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using Content.Server.Temperature.Systems;
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using Content.Server.Damage.Components;
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using Content.Shared._Sunrise.Mood;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Alert;
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using Content.Shared.Atmos;
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using Content.Shared.Atmos.Components;
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using Content.Shared.Damage.Systems;
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using Content.Shared.Database;
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using Content.Shared.IgnitionSource;
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using Content.Shared.Interaction;
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using Content.Shared.Inventory;
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using Content.Shared.Physics;
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using Content.Shared.Popups;
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using Content.Shared.Projectiles;
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using Content.Shared.Rejuvenate;
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using Content.Shared.Temperature;
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using Content.Shared.Throwing;
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using Content.Shared.Timing;
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using Content.Shared.Toggleable;
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using Content.Shared.Weapons.Melee.Events;
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using Content.Shared.FixedPoint;
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using Content.Shared.Hands;
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using Content.Shared.Temperature.Components;
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using Content.Shared.Weapons.Ranged.Events;
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using Robust.Server.Audio;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Random;
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namespace Content.Server.Atmos.EntitySystems
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{
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public sealed class FlammableSystem : EntitySystem
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{
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[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
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[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
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[Dependency] private readonly StunSystem _stunSystem = default!;
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[Dependency] private readonly TemperatureSystem _temperatureSystem = default!;
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[Dependency] private readonly SharedIgnitionSourceSystem _ignitionSourceSystem = default!;
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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[Dependency] private readonly AlertsSystem _alertsSystem = default!;
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[Dependency] private readonly FixtureSystem _fixture = default!;
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly InventorySystem _inventory = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly UseDelaySystem _useDelay = default!;
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[Dependency] private readonly AudioSystem _audio = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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private EntityQuery<InventoryComponent> _inventoryQuery;
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private EntityQuery<PhysicsComponent> _physicsQuery;
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// This should probably be moved to the component, requires a rewrite, all fires tick at the same time
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private const float UpdateTime = 1f;
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private float _timer;
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private readonly Dictionary<Entity<FlammableComponent>, float> _fireEvents = new();
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public override void Initialize()
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{
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UpdatesAfter.Add(typeof(AtmosphereSystem));
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_inventoryQuery = GetEntityQuery<InventoryComponent>();
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_physicsQuery = GetEntityQuery<PhysicsComponent>();
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SubscribeLocalEvent<FlammableComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<FlammableComponent, InteractUsingEvent>(OnInteractUsing);
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SubscribeLocalEvent<FlammableComponent, StartCollideEvent>(OnCollide);
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SubscribeLocalEvent<FlammableComponent, IsHotEvent>(OnIsHot);
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SubscribeLocalEvent<FlammableComponent, TileFireEvent>(OnTileFire);
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SubscribeLocalEvent<FlammableComponent, RejuvenateEvent>(OnRejuvenate);
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SubscribeLocalEvent<FlammableComponent, ResistFireAlertEvent>(OnResistFireAlert);
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Subs.SubscribeWithRelay<FlammableComponent, ExtinguishEvent>(OnExtinguishEvent);
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SubscribeLocalEvent<IgniteOnCollideComponent, StartCollideEvent>(IgniteOnCollide);
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SubscribeLocalEvent<IgniteOnCollideComponent, LandEvent>(OnIgniteLand);
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SubscribeLocalEvent<IgniteOnMeleeHitComponent, MeleeHitEvent>(OnMeleeHit);
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SubscribeLocalEvent<ExtinguishOnInteractComponent, ActivateInWorldEvent>(OnExtinguishActivateInWorld);
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SubscribeLocalEvent<IgniteOnHeatDamageComponent, DamageChangedEvent>(OnDamageChanged);
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}
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private void OnExtinguishEvent(Entity<FlammableComponent> ent, ref ExtinguishEvent args)
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{
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// You know I'm really not sure if having AdjustFireStacks *after* Extinguish,
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// but I'm just moving this code, not questioning it.
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Extinguish(ent, ent.Comp);
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AdjustFireStacks(ent, args.FireStacksAdjustment, ent.Comp);
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}
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private void OnMeleeHit(EntityUid uid, IgniteOnMeleeHitComponent component, MeleeHitEvent args)
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{
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foreach (var entity in args.HitEntities)
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{
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if (!TryComp<FlammableComponent>(entity, out var flammable))
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continue;
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AdjustFireStacks(entity, component.FireStacks, flammable);
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if (component.FireStacks >= 0)
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Ignite(entity, args.Weapon, flammable, args.User);
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}
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}
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private void OnIgniteLand(EntityUid uid, IgniteOnCollideComponent component, ref LandEvent args)
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{
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RemCompDeferred<IgniteOnCollideComponent>(uid);
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}
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private void IgniteOnCollide(EntityUid uid, IgniteOnCollideComponent component, ref StartCollideEvent args)
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{
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if (!args.OtherFixture.Hard || component.Count == 0)
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return;
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var otherEnt = args.OtherEntity;
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if (!TryComp(otherEnt, out FlammableComponent? flammable))
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return;
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//Only ignite when the colliding fixture is projectile or ignition.
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if (args.OurFixtureId != component.FixtureId && args.OurFixtureId != SharedProjectileSystem.ProjectileFixture)
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{
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return;
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}
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flammable.FireStacks += component.FireStacks;
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Ignite(otherEnt, uid, flammable);
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component.Count--;
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if (component.Count == 0)
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RemCompDeferred<IgniteOnCollideComponent>(uid);
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}
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private void OnMapInit(EntityUid uid, FlammableComponent component, MapInitEvent args)
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{
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// Sets up a fixture for flammable collisions.
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// TODO: Should this be generalized into a general non-hard 'effects' fixture or something? I can't think of other use cases for it.
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// This doesn't seem great either (lots more collisions generated) but there isn't a better way to solve it either that I can think of.
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if (!TryComp<PhysicsComponent>(uid, out var body))
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return;
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_fixture.TryCreateFixture(uid, component.FlammableCollisionShape, component.FlammableFixtureID, density: 0,
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hard: false, collisionMask: (int) CollisionGroup.FullTileLayer, body: body);
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}
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private void OnInteractUsing(EntityUid uid, FlammableComponent flammable, InteractUsingEvent args)
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{
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if (args.Handled)
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return;
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var isHotEvent = new IsHotEvent();
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RaiseLocalEvent(args.Used, isHotEvent);
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if (!isHotEvent.IsHot)
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return;
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Ignite(uid, args.Used, flammable, args.User);
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args.Handled = true;
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}
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private void OnExtinguishActivateInWorld(EntityUid uid, ExtinguishOnInteractComponent component, ActivateInWorldEvent args)
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{
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if (args.Handled || !args.Complex)
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return;
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if (!TryComp(uid, out FlammableComponent? flammable))
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return;
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if (!flammable.OnFire)
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return;
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args.Handled = true;
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if (!TryComp(uid, out UseDelayComponent? useDelay) || !_useDelay.TryResetDelay((uid, useDelay), true))
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return;
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_audio.PlayPvs(component.ExtinguishAttemptSound, uid);
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if (_random.Prob(component.Probability))
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{
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AdjustFireStacks(uid, component.StackDelta, flammable);
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}
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else
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{
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_popup.PopupEntity(Loc.GetString(component.ExtinguishFailed), uid);
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}
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}
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private void OnCollide(EntityUid uid, FlammableComponent flammable, ref StartCollideEvent args)
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{
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var otherUid = args.OtherEntity;
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// Collisions cause events to get raised directed at both entities. We only want to handle this collision
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// once, hence the uid check.
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if (otherUid.Id < uid.Id)
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return;
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// Normal hard collisions, though this isn't generally possible since most flammable things are mobs
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// which don't collide with one another, shouldn't work here.
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if (args.OtherFixtureId != flammable.FlammableFixtureID && args.OurFixtureId != flammable.FlammableFixtureID)
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return;
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if (!flammable.FireSpread)
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return;
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if (!TryComp(otherUid, out FlammableComponent? otherFlammable) || !otherFlammable.FireSpread)
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return;
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if (!flammable.OnFire && !otherFlammable.OnFire)
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return; // Neither are on fire
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// Both are on fire -> equalize fire stacks.
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// Weight each thing's firestacks by its mass
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var mass1 = 1f;
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var mass2 = 1f;
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if (_physicsQuery.TryComp(uid, out var physics) && _physicsQuery.TryComp(otherUid, out var otherPhys))
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{
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mass1 = physics.Mass;
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mass2 = otherPhys.Mass;
|
|
}
|
|
|
|
// Get the average of both entity's firestacks * mass
|
|
// Then for each entity, we divide the average by their mass and set their firestacks to that value
|
|
// An entity with a higher mass will lose some fire and transfer it to the one with lower mass.
|
|
var avg = (flammable.FireStacks * mass1 + otherFlammable.FireStacks * mass2) / 2f;
|
|
|
|
// bring each entity to the same firestack mass, firestack amount is scaled by the inverse of the entity's mass
|
|
SetFireStacks(uid, avg / mass1, flammable, ignite: true);
|
|
SetFireStacks(otherUid, avg / mass2, otherFlammable, ignite: true);
|
|
}
|
|
|
|
private void OnIsHot(EntityUid uid, FlammableComponent flammable, IsHotEvent args)
|
|
{
|
|
args.IsHot = flammable.OnFire;
|
|
}
|
|
|
|
private void OnTileFire(Entity<FlammableComponent> ent, ref TileFireEvent args)
|
|
{
|
|
var tempDelta = args.Temperature - ent.Comp.MinIgnitionTemperature;
|
|
|
|
_fireEvents.TryGetValue(ent, out var maxTemp);
|
|
|
|
if (tempDelta > maxTemp)
|
|
_fireEvents[ent] = tempDelta;
|
|
}
|
|
|
|
private void OnRejuvenate(EntityUid uid, FlammableComponent component, RejuvenateEvent args)
|
|
{
|
|
Extinguish(uid, component);
|
|
}
|
|
|
|
private void OnResistFireAlert(Entity<FlammableComponent> ent, ref ResistFireAlertEvent args)
|
|
{
|
|
if (args.Handled)
|
|
return;
|
|
|
|
Resist(ent, ent);
|
|
args.Handled = true;
|
|
}
|
|
|
|
public void UpdateAppearance(EntityUid uid, FlammableComponent? flammable = null, AppearanceComponent? appearance = null)
|
|
{
|
|
if (!Resolve(uid, ref flammable, ref appearance))
|
|
return;
|
|
|
|
_appearance.SetData(uid, FireVisuals.OnFire, flammable.OnFire, appearance);
|
|
_appearance.SetData(uid, FireVisuals.FireStacks, flammable.FireStacks, appearance);
|
|
|
|
// Also enable toggleable-light visuals
|
|
// This is intended so that matches & candles can re-use code for un-shaded layers on in-hand sprites.
|
|
// However, this could cause conflicts if something is ACTUALLY both a toggleable light and flammable.
|
|
// if that ever happens, then fire visuals will need to implement their own in-hand sprite management.
|
|
_appearance.SetData(uid, ToggleableVisuals.Enabled, flammable.OnFire, appearance);
|
|
}
|
|
|
|
public void AdjustFireStacks(EntityUid uid, float relativeFireStacks, FlammableComponent? flammable = null, bool ignite = false)
|
|
{
|
|
if (!Resolve(uid, ref flammable))
|
|
return;
|
|
|
|
SetFireStacks(uid, flammable.FireStacks + relativeFireStacks, flammable, ignite);
|
|
}
|
|
|
|
public void SetFireStacks(EntityUid uid, float stacks, FlammableComponent? flammable = null, bool ignite = false)
|
|
{
|
|
if (!Resolve(uid, ref flammable))
|
|
return;
|
|
|
|
flammable.FireStacks = MathF.Min(MathF.Max(flammable.MinimumFireStacks, stacks), flammable.MaximumFireStacks);
|
|
|
|
if (flammable.FireStacks <= 0)
|
|
{
|
|
Extinguish(uid, flammable);
|
|
}
|
|
else
|
|
{
|
|
flammable.OnFire |= ignite;
|
|
UpdateAppearance(uid, flammable);
|
|
}
|
|
}
|
|
|
|
public void Extinguish(EntityUid uid, FlammableComponent? flammable = null)
|
|
{
|
|
if (!Resolve(uid, ref flammable))
|
|
return;
|
|
|
|
if (!flammable.OnFire || !flammable.CanExtinguish)
|
|
return;
|
|
|
|
_adminLogger.Add(LogType.Flammable, $"{ToPrettyString(uid):entity} stopped being on fire damage");
|
|
flammable.OnFire = false;
|
|
flammable.FireStacks = 0;
|
|
|
|
_ignitionSourceSystem.SetIgnited(uid, false);
|
|
|
|
var extinguished = new ExtinguishedEvent();
|
|
RaiseLocalEvent(uid, ref extinguished);
|
|
|
|
UpdateAppearance(uid, flammable);
|
|
}
|
|
|
|
public void Ignite(EntityUid uid, EntityUid ignitionSource, FlammableComponent? flammable = null,
|
|
EntityUid? ignitionSourceUser = null)
|
|
{
|
|
if (!Resolve(uid, ref flammable))
|
|
return;
|
|
|
|
if (flammable.AlwaysCombustible)
|
|
{
|
|
flammable.FireStacks = Math.Max(flammable.FirestacksOnIgnite, flammable.FireStacks);
|
|
}
|
|
|
|
if (flammable.FireStacks > 0 && !flammable.OnFire)
|
|
{
|
|
if (ignitionSourceUser != null)
|
|
_adminLogger.Add(LogType.Flammable, $"{ToPrettyString(uid):target} set on fire by {ToPrettyString(ignitionSourceUser.Value):actor} with {ToPrettyString(ignitionSource):tool}");
|
|
else
|
|
_adminLogger.Add(LogType.Flammable, $"{ToPrettyString(uid):target} set on fire by {ToPrettyString(ignitionSource):actor}");
|
|
flammable.OnFire = true;
|
|
|
|
var extinguished = new IgnitedEvent();
|
|
RaiseLocalEvent(uid, ref extinguished);
|
|
}
|
|
|
|
UpdateAppearance(uid, flammable);
|
|
}
|
|
|
|
private void OnDamageChanged(EntityUid uid, IgniteOnHeatDamageComponent component, DamageChangedEvent args)
|
|
{
|
|
// Make sure the entity is flammable
|
|
if (!TryComp<FlammableComponent>(uid, out var flammable))
|
|
return;
|
|
|
|
// Make sure the damage delta isn't null
|
|
if (args.DamageDelta == null)
|
|
return;
|
|
|
|
// Check if its' taken any heat damage, and give the value
|
|
if (args.DamageDelta.DamageDict.TryGetValue("Heat", out FixedPoint2 value))
|
|
{
|
|
// Make sure the value is greater than the threshold
|
|
if(value <= component.Threshold)
|
|
return;
|
|
|
|
// Ignite that sucker
|
|
flammable.FireStacks += component.FireStacks;
|
|
Ignite(uid, uid, flammable);
|
|
}
|
|
|
|
|
|
}
|
|
|
|
public void Resist(EntityUid uid,
|
|
FlammableComponent? flammable = null)
|
|
{
|
|
if (!Resolve(uid, ref flammable))
|
|
return;
|
|
|
|
if (!flammable.OnFire || !_actionBlockerSystem.CanInteract(uid, null) || flammable.Resisting)
|
|
return;
|
|
|
|
flammable.Resisting = true;
|
|
|
|
_popup.PopupEntity(Loc.GetString("flammable-component-resist-message"), uid, uid);
|
|
_stunSystem.TryUpdateParalyzeDuration(uid, TimeSpan.FromSeconds(2f));
|
|
|
|
// TODO FLAMMABLE: Make this not use TimerComponent...
|
|
uid.SpawnTimer(2000, () =>
|
|
{
|
|
flammable.Resisting = false;
|
|
flammable.FireStacks -= 1f;
|
|
UpdateAppearance(uid, flammable);
|
|
});
|
|
}
|
|
|
|
public override void Update(float frameTime)
|
|
{
|
|
// process all fire events
|
|
foreach (var (flammable, deltaTemp) in _fireEvents)
|
|
{
|
|
// 100 -> 1, 200 -> 2, 400 -> 3...
|
|
var fireStackMod = Math.Max(MathF.Log2(deltaTemp / 100) + 1, 0);
|
|
var fireStackDelta = fireStackMod - flammable.Comp.FireStacks;
|
|
var flammableEntity = flammable.Owner;
|
|
if (fireStackDelta > 0)
|
|
{
|
|
AdjustFireStacks(flammableEntity, fireStackDelta, flammable);
|
|
}
|
|
Ignite(flammableEntity, flammableEntity, flammable);
|
|
}
|
|
_fireEvents.Clear();
|
|
|
|
_timer += frameTime;
|
|
|
|
if (_timer < UpdateTime)
|
|
return;
|
|
|
|
_timer -= UpdateTime;
|
|
|
|
// TODO: This needs cleanup to take off the crust from TemperatureComponent and shit.
|
|
var query = EntityQueryEnumerator<FlammableComponent, TransformComponent>();
|
|
while (query.MoveNext(out var uid, out var flammable, out _))
|
|
{
|
|
// Slowly dry ourselves off if wet.
|
|
if (flammable.FireStacks < 0)
|
|
{
|
|
flammable.FireStacks = MathF.Min(0, flammable.FireStacks + 1);
|
|
}
|
|
|
|
if (!flammable.OnFire)
|
|
{
|
|
RaiseLocalEvent(uid, new MoodRemoveEffectEvent("OnFire")); // Sunrise Edit
|
|
_alertsSystem.ClearAlert(uid, flammable.FireAlert);
|
|
continue;
|
|
}
|
|
|
|
RaiseLocalEvent(uid, new MoodEffectEvent("OnFire")); // Sunrise Edit
|
|
_alertsSystem.ShowAlert(uid, flammable.FireAlert);
|
|
|
|
if (flammable.FireStacks > 0)
|
|
{
|
|
var air = _atmosphereSystem.GetContainingMixture(uid);
|
|
|
|
// If we're in an oxygenless environment, put the fire out.
|
|
if (air == null || air.GetMoles(Gas.Oxygen) < 1f)
|
|
{
|
|
Extinguish(uid, flammable);
|
|
continue;
|
|
}
|
|
|
|
var source = EnsureComp<IgnitionSourceComponent>(uid);
|
|
_ignitionSourceSystem.SetIgnited((uid, source));
|
|
|
|
if (TryComp(uid, out TemperatureComponent? temp))
|
|
_temperatureSystem.ChangeHeat(uid, 12500 * flammable.FireStacks, false, temp);
|
|
|
|
var ev = new GetFireProtectionEvent();
|
|
// let the thing on fire handle it
|
|
RaiseLocalEvent(uid, ref ev);
|
|
// and whatever it's wearing
|
|
if (_inventoryQuery.TryComp(uid, out var inv))
|
|
_inventory.RelayEvent((uid, inv), ref ev);
|
|
|
|
_damageableSystem.TryChangeDamage(uid, flammable.Damage * flammable.FireStacks * ev.Multiplier, interruptsDoAfters: false);
|
|
|
|
AdjustFireStacks(uid, flammable.FirestackFade * (flammable.Resisting ? 10f : 1f), flammable, flammable.OnFire);
|
|
}
|
|
else
|
|
{
|
|
Extinguish(uid, flammable);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|