# Conflicts: # .github/CODEOWNERS # .github/ISSUE_TEMPLATE/config.yml # .github/ISSUE_TEMPLATE/issue_report.md # Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs # Content.Client/Medical/CrewMonitoring/CrewMonitoringWindow.xaml # Content.Client/UserInterface/Systems/Ghost/Controls/Roles/MakeGhostRoleWindow.xaml # Content.Client/UserInterface/Systems/Ghost/Controls/Roles/MakeGhostRoleWindow.xaml.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/Destructible/DestructibleDamageTypeTest.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Arcade/SpaceVillainGame/SpaceVillainArcadeComponent.cs # Content.Server/Atmos/EntitySystems/FlammableSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Destructible/Thresholds/DamageThreshold.cs # Content.Server/Entry/EntryPoint.cs # Content.Server/Fluids/EntitySystems/PuddleSystem.cs # Content.Server/GuideGenerator/ReagentEntry.cs # Content.Server/IoC/ServerContentIoC.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Medical/VomitSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Shared/Armor/SharedArmorSystem.cs # Content.Shared/Bed/Sleep/SleepingSystem.cs # Content.Shared/Cabinet/ItemCabinetSystem.cs # Content.Shared/Chat/SharedChatSystem.Emote.cs # Content.Shared/Chat/SharedChatSystem.cs # Content.Shared/Clothing/EntitySystems/MaskSystem.cs # Content.Shared/Clothing/EntitySystems/SharedChameleonClothingSystem.cs # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/EntityEffects/Effects/StatusEffects/GenericStatusEffect.cs # Content.Shared/EntityEffects/Effects/Transform/ExplosionEntityEffect.cs # Content.Shared/Humanoid/HumanoidCharacterAppearance.cs # Content.Shared/IoC/SharedContentIoC.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Ninja/Components/NinjaSuitComponent.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Content.Shared/Revenant/Components/RevenantComponent.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Trigger/Systems/TriggerSystem.Condition.cs # Content.Shared/VendingMachines/SharedVendingMachineSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/HitscanPrototype.cs # Content.Shared/Xenoarchaeology/Artifact/XAT/BaseQueryUpdateXATSystem.cs # README.md # Resources/Audio/Weapons/attributions.yml # Resources/Locale/en-US/_strings/ghost/make-ghost-gui.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/conditions.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/effects.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/healthchange.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/statuseffects.ftl # Resources/Locale/en-US/_strings/job/job-description.ftl # Resources/Locale/en-US/_strings/medical/components/crew-monitoring-component.ftl # Resources/Locale/en-US/_strings/npc/hugbot.ftl # Resources/Locale/en-US/_strings/npc/npc-debug.ftl # Resources/Locale/en-US/_strings/speech/speech-triggers.ftl # Resources/Locale/en-US/_strings/ui/stat-values.ftl # Resources/Locale/en-US/guidebook/chemistry/conditions.ftl # Resources/Locale/en-US/guidebook/chemistry/effects.ftl # Resources/Locale/en-US/guidebook/chemistry/healthchange.ftl # Resources/Locale/en-US/guidebook/entity-effects/conditions.ftl # Resources/Locale/en-US/guidebook/entity-effects/effects.ftl # Resources/Locale/en-US/guidebook/entity-effects/healthchange.ftl # Resources/Maps/Shuttles/cargo_relic.yml # Resources/Maps/_Sunrise/Station/bagel.yml # Resources/Maps/_Sunrise/Station/barratry.yml # Resources/Maps/_Sunrise/Station/fland.yml # Resources/Maps/_Sunrise/Station/marathon.yml # Resources/Maps/_Sunrise/Station/oasis.yml # Resources/Maps/_Sunrise/Station/packed.yml # Resources/Maps/_Sunrise/Station/plasma.yml # Resources/Maps/_Sunrise/Station/relic.yml # Resources/Maps/_Sunrise/event/clon_mine.yml # Resources/Maps/_Sunrise/event/void.yml # Resources/Prototypes/Body/Prototypes/vox.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Entities/Clothing/Belt/belts.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml # Resources/Prototypes/Entities/Mobs/NPCs/silicon.yml # Resources/Prototypes/Entities/Mobs/Species/skeleton.yml # Resources/Prototypes/Entities/Objects/Devices/Electronics/base_electronics.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/access.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Specific/Atmospherics/sensor.yml # Resources/Prototypes/Loadouts/Jobs/Engineering/station_engineer.yml # Resources/Prototypes/Loadouts/Jobs/Science/scientist.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/Miscellaneous/glasses.yml # Resources/Prototypes/Loadouts/loadout_groups.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/Lathes/Packs/biogen.yml # Resources/Prototypes/Recipes/Lathes/Packs/security.yml # Resources/Prototypes/Recipes/Lathes/biogen.yml # Resources/Prototypes/Roles/Antags/nukeops.yml # Resources/Prototypes/Roles/Antags/revolutionary.yml # Resources/Prototypes/Roles/Antags/thief.yml # Resources/Prototypes/Roles/Antags/traitor.yml # Resources/Prototypes/Roles/Antags/wizard.yml # Resources/Prototypes/Roles/Antags/zombie.yml # Resources/Prototypes/Roles/Jobs/Cargo/salvage_specialist.yml # Resources/Prototypes/Roles/Jobs/Civilian/bartender.yml # Resources/Prototypes/Roles/Jobs/Civilian/chef.yml # Resources/Prototypes/Roles/Jobs/Civilian/mime.yml # Resources/Prototypes/Roles/Jobs/Engineering/atmospheric_technician.yml # Resources/Prototypes/Roles/Jobs/Engineering/station_engineer.yml # Resources/Prototypes/Roles/Jobs/Engineering/technical_assistant.yml # Resources/Prototypes/Roles/Jobs/Medical/chemist.yml # Resources/Prototypes/Roles/Jobs/Medical/medical_doctor.yml # Resources/Prototypes/Roles/Jobs/Medical/medical_intern.yml # Resources/Prototypes/Roles/Jobs/Medical/paramedic.yml # Resources/Prototypes/Roles/Jobs/Science/borg.yml # Resources/Prototypes/Roles/Jobs/Science/research_assistant.yml # Resources/Prototypes/Roles/Jobs/Science/scientist.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/Stacks/Materials/crystals.yml # Resources/Prototypes/Stacks/floor_tile_stacks.yml # Resources/Prototypes/tags.yml # Resources/ServerInfo/Guidebook/Science/ArtifactReports.xml # Resources/ServerInfo/Guidebook/Science/Xenoarchaeology.xml # Resources/Textures/Clothing/Hands/Gloves/Color/black.rsi/equipped-HAND.png # Resources/Textures/Clothing/Hands/Gloves/Color/black.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/mime.rsi/meta.json # Resources/Textures/Effects/speech.rsi/moth3.png # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Structures/Machines/microwave.rsi/meta.json # Resources/Textures/Structures/Machines/microwave.rsi/mw.png # Resources/Textures/Structures/Machines/microwave.rsi/mw0.png # Resources/Textures/Structures/Machines/microwave.rsi/mw_running_unlit.png # Resources/Textures/Structures/Machines/microwave.rsi/mw_unlit.png # Resources/Textures/Structures/Machines/microwave.rsi/mwb.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody0.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody1.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloodyo.png # Resources/Textures/Structures/Machines/microwave.rsi/mwo.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/meta.json # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw0.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw_running_unlit.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw_unlit.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mwb.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mwo.png # Resources/migration.yml # RobustToolbox
489 lines
20 KiB
C#
489 lines
20 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;
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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, hard: false,
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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;
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}
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// when the thing on fire is more massive than the other, the following happens:
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// - the thing on fire loses a small number of firestacks
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// - the other thing gains a large number of firestacks
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// so a person on fire engulfs a mouse, but an engulfed mouse barely does anything to a person
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var total = mass1 + mass2;
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var avg = (flammable.FireStacks + otherFlammable.FireStacks) / total;
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// swap the entity losing stacks depending on whichever has the most firestack kilos
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var (src, dest) = flammable.FireStacks * mass1 > otherFlammable.FireStacks * mass2
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? (-1f, 1f)
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: (1f, -1f);
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// bring each entity to the same firestack mass, firestacks being scaled by the other's mass
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AdjustFireStacks(uid, src * avg * mass2, flammable, ignite: true);
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AdjustFireStacks(otherUid, dest * avg * mass1, otherFlammable, ignite: true);
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}
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private void OnIsHot(EntityUid uid, FlammableComponent flammable, IsHotEvent args)
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{
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args.IsHot = flammable.OnFire;
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}
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private void OnTileFire(Entity<FlammableComponent> ent, ref TileFireEvent args)
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{
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var tempDelta = args.Temperature - ent.Comp.MinIgnitionTemperature;
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_fireEvents.TryGetValue(ent, out var maxTemp);
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if (tempDelta > maxTemp)
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_fireEvents[ent] = tempDelta;
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}
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private void OnRejuvenate(EntityUid uid, FlammableComponent component, RejuvenateEvent args)
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{
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Extinguish(uid, component);
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}
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private void OnResistFireAlert(Entity<FlammableComponent> ent, ref ResistFireAlertEvent args)
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{
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if (args.Handled)
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return;
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Resist(ent, ent);
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args.Handled = true;
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}
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public void UpdateAppearance(EntityUid uid, FlammableComponent? flammable = null, AppearanceComponent? appearance = null)
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{
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if (!Resolve(uid, ref flammable, ref appearance))
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return;
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_appearance.SetData(uid, FireVisuals.OnFire, flammable.OnFire, appearance);
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_appearance.SetData(uid, FireVisuals.FireStacks, flammable.FireStacks, appearance);
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// Also enable toggleable-light visuals
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// This is intended so that matches & candles can re-use code for un-shaded layers on in-hand sprites.
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// However, this could cause conflicts if something is ACTUALLY both a toggleable light and flammable.
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// if that ever happens, then fire visuals will need to implement their own in-hand sprite management.
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_appearance.SetData(uid, ToggleableVisuals.Enabled, flammable.OnFire, appearance);
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}
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public void AdjustFireStacks(EntityUid uid, float relativeFireStacks, FlammableComponent? flammable = null, bool ignite = false)
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{
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if (!Resolve(uid, ref flammable))
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return;
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SetFireStacks(uid, flammable.FireStacks + relativeFireStacks, flammable, ignite);
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}
|
|
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|