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# Description Picked 400 commits (and skipped many, many more) from WizDen since #540. Stopped at commit 332f54a3aebe669f6e50d26e7b047f0bdc28e0fb (Lobby Refactor). --- # TODO - [x] Pick - [x] Compile - [x] Fix runtime errors - [ ] Fix up humanoid profile editor - [ ] Test everything --- # Changelog 🆑 - add: Merged 400 WizDen PRs. Happy testing! --------- Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com> Co-authored-by: FungiFellow <151778459+FungiFellow@users.noreply.github.com> Co-authored-by: osjarw <62134478+osjarw@users.noreply.github.com> Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com> Co-authored-by: beck-thompson <107373427+beck-thompson@users.noreply.github.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: Magnus Larsen <i.am.larsenml@gmail.com> Co-authored-by: Hanz <41141796+Hanzdegloker@users.noreply.github.com> Co-authored-by: Kukutis96513 <146854220+Kukutis96513@users.noreply.github.com> Co-authored-by: potato1234_x <79580518+potato1234x@users.noreply.github.com> Co-authored-by: Gotimanga <127038462+Gotimanga@users.noreply.github.com> Co-authored-by: Mangohydra <156087924+Mangohydra@users.noreply.github.com> Co-authored-by: TsjipTsjip <19798667+TsjipTsjip@users.noreply.github.com> Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com> Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com> Co-authored-by: Morb <14136326+Morb0@users.noreply.github.com> Co-authored-by: MilenVolf <63782763+MilenVolf@users.noreply.github.com> Co-authored-by: KrasnoshchekovPavel <119816022+KrasnoshchekovPavel@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: DrSmugleaf <10968691+DrSmugleaf@users.noreply.github.com> Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: KittenColony <149278380+KittenColony@users.noreply.github.com> Co-authored-by: ShadowCommander <shadowjjt@gmail.com> Co-authored-by: Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com> Co-authored-by: T-Stalker <43253663+DogZeroX@users.noreply.github.com> Co-authored-by: ERROR404 <100093430+ERORR404V1@users.noreply.github.com> Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com> Co-authored-by: Jezithyr <jezithyr@gmail.com> Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com> Co-authored-by: no <165581243+pissdemon@users.noreply.github.com> Co-authored-by: K-Dynamic <20566341+K-Dynamic@users.noreply.github.com> Co-authored-by: Ciac32 <aknoxlor@gmail.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: NotSoDana <75203942+NotSoDana@users.noreply.github.com> Co-authored-by: Simon <63975668+Simyon264@users.noreply.github.com> Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com> Co-authored-by: Tayrtahn <tayrtahn@gmail.com> Co-authored-by: nao fujiwara <awkwarddryad@gmail.com> Co-authored-by: Michael <107807667+Doc-Michael@users.noreply.github.com> Co-authored-by: Vasilis <vasilis@pikachu.systems> Co-authored-by: Lamrr <96937466+Lamrr@users.noreply.github.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> Co-authored-by: Jay <67732946+DuskyJay@users.noreply.github.com> Co-authored-by: Just-a-Unity-Dev <67359748+Just-a-Unity-Dev@users.noreply.github.com> Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com> Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com> Co-authored-by: Tyzemol <85772526+Tyzemol@users.noreply.github.com> Co-authored-by: Alzore <140123969+Blackern5000@users.noreply.github.com> Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> Co-authored-by: RumiTiger <154005209+RumiTiger@users.noreply.github.com> Co-authored-by: Verm <32827189+Vermidia@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: Killerqu00 <47712032+Killerqu00@users.noreply.github.com> Co-authored-by: Ty Ashley <42426760+TyAshley@users.noreply.github.com> Co-authored-by: exincore <me@exin.xyz> Co-authored-by: 0x6273 <0x40@keemail.me> Co-authored-by: Kara <lunarautomaton6@gmail.com> Co-authored-by: Ygg01 <y.laughing.man.y@gmail.com> Co-authored-by: Łukasz Mędrek <lukasz@lukaszm.xyz> Co-authored-by: Hannah Giovanna Dawson <karakkaraz@gmail.com> Co-authored-by: TurboTracker <130304754+TurboTrackerss14@users.noreply.github.com> Co-authored-by: OnsenCapy <101037138+LGRuthes@users.noreply.github.com> Co-authored-by: pigeonpeas <147350443+pigeonpeas@users.noreply.github.com> Co-authored-by: Cojoke <83733158+Cojoke-dot@users.noreply.github.com> Co-authored-by: Tornado Tech <54727692+Tornado-Technology@users.noreply.github.com> Co-authored-by: Rio <110139251+Riolume@users.noreply.github.com> Co-authored-by: vorkathbruh <152932728+vorkathbruh@users.noreply.github.com> Co-authored-by: Sphiral <145869023+SphiraI@users.noreply.github.com> Co-authored-by: PrPleGoo <PrPleGoo@users.noreply.github.com> Co-authored-by: Moomoobeef <62638182+Moomoobeef@users.noreply.github.com> Co-authored-by: username <113782077+whateverusername0@users.noreply.github.com> Co-authored-by: Boaz1111 <149967078+Boaz1111@users.noreply.github.com> Co-authored-by: Джексон Миссиссиппи <tripwiregamer@gmail.com> Co-authored-by: Brandon Li <48413902+aspiringLich@users.noreply.github.com> Co-authored-by: Jajsha <101492056+Zap527@users.noreply.github.com> Co-authored-by: RiceMar1244 <138547931+RiceMar1244@users.noreply.github.com> Co-authored-by: IProduceWidgets <107586145+IProduceWidgets@users.noreply.github.com> Co-authored-by: youtissoum <51883137+youtissoum@users.noreply.github.com> Co-authored-by: ike709 <ike709@users.noreply.github.com> Co-authored-by: icekot8 <93311212+icekot8@users.noreply.github.com> Co-authored-by: keronshb <54602815+keronshb@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: Geekyhobo <66805063+Geekyhobo@users.noreply.github.com> Co-authored-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com> # Conflicts: # Content.Client/Input/ContentContexts.cs # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/HumanoidProfileEditor.xaml # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Lobby/UI/LobbyGui.xaml.cs # Content.Client/Preferences/UI/CharacterSetupGui.xaml.cs # Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml # Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs # Content.Server/Fluids/EntitySystems/PuddleSystem.Spillable.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Shared/Alert/AlertType.cs # Content.Shared/Input/ContentKeyFunctions.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Content.Shared/Weapons/Melee/MeleeWeaponComponent.cs # Resources/ConfigPresets/EinsteinEngines/default.toml # Resources/Prototypes/Alerts/alerts.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml # Resources/Prototypes/Entities/Clothing/Uniforms/jumpskirts.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml # Resources/Prototypes/Recipes/Crafting/Graphs/improvised/makeshiftstunprod.yml # Resources/Prototypes/Voice/speech_emotes.yml # Resources/keybinds.yml
470 lines
19 KiB
C#
470 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.IgnitionSource;
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using Content.Server.Stunnable;
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using Content.Server.Temperature.Components;
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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.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.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 Robust.Server.Audio;
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using Content.Shared.Mood;
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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 IgnitionSourceSystem _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<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 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 (!EntityManager.TryGetComponent(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)
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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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if (flammable.OnFire && otherFlammable.OnFire)
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{
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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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var total = mass1 + mass2;
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var avg = (flammable.FireStacks * mass1 + otherFlammable.FireStacks * mass2) / total;
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flammable.FireStacks = flammable.CanExtinguish ? avg : Math.Max(flammable.FireStacks, avg);
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otherFlammable.FireStacks = otherFlammable.CanExtinguish ? avg : Math.Max(otherFlammable.FireStacks, avg);
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UpdateAppearance(uid, flammable);
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UpdateAppearance(otherUid, otherFlammable);
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return;
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}
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// Only one is on fire -> attempt to spread the fire.
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var (srcUid, srcFlammable, destUid, destFlammable) = flammable.OnFire
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? (uid, flammable, otherUid, otherFlammable)
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: (otherUid, otherFlammable, uid, flammable);
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// if the thing on fire has less mass, spread less firestacks and vice versa
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var ratio = 0.5f;
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if (_physicsQuery.TryComp(srcUid, out var srcPhysics) && _physicsQuery.TryComp(destUid, out var destPhys))
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{
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ratio *= srcPhysics.Mass / destPhys.Mass;
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}
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var lost = srcFlammable.FireStacks * ratio;
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destFlammable.FireStacks += lost;
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Ignite(destUid, srcUid, destFlammable);
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if (srcFlammable.CanExtinguish)
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{
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srcFlammable.FireStacks -= lost;
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UpdateAppearance(srcUid, srcFlammable);
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}
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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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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, ToggleableLightVisuals.Enabled, flammable.OnFire, appearance);
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}
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public void AdjustFireStacks(EntityUid uid, float relativeFireStacks, FlammableComponent? flammable = null)
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{
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if (!Resolve(uid, ref flammable))
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return;
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if (relativeFireStacks > 0)
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relativeFireStacks *= flammable.FireStackIncreaseMultiplier;
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flammable.FireStacks = MathF.Min(MathF.Max(flammable.MinimumFireStacks, flammable.FireStacks + relativeFireStacks), flammable.MaximumFireStacks);
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if (flammable.OnFire && flammable.FireStacks <= 0)
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Extinguish(uid, flammable);
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else
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UpdateAppearance(uid, flammable);
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}
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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");
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|
flammable.OnFire = false;
|
|
flammable.FireStacks = 0;
|
|
|
|
_ignitionSourceSystem.SetIgnited(uid, false);
|
|
|
|
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;
|
|
}
|
|
|
|
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.TryParalyze(uid, TimeSpan.FromSeconds(2f), true);
|
|
|
|
// 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)
|
|
{
|
|
_alertsSystem.ClearAlert(uid, AlertType.Fire);
|
|
RaiseLocalEvent(uid, new MoodRemoveEffectEvent("OnFire"));
|
|
continue;
|
|
}
|
|
|
|
_alertsSystem.ShowAlert(uid, AlertType.Fire);
|
|
RaiseLocalEvent(uid, new MoodEffectEvent("OnFire"));
|
|
|
|
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);
|
|
}
|
|
else
|
|
{
|
|
Extinguish(uid, flammable);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|