44 lines
1.3 KiB
C#
44 lines
1.3 KiB
C#
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using Content.Shared._CP14.MagicRitual;
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using Content.Shared._CP14.MagicRitualTrigger.Triggers;
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using Robust.Shared.Timing;
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namespace Content.Server._CP14.MagicRitualTrigger;
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public partial class CP14RitualTriggerSystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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private void InitializeTimer()
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{
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SubscribeLocalEvent<CP14RitualTimerTriggerComponent, MapInitEvent>(OnMapInit);
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}
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private void OnMapInit(Entity<CP14RitualTimerTriggerComponent> ent, ref MapInitEvent args)
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{
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foreach (var trigger in ent.Comp.Triggers)
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{
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trigger.TriggerTime = _timing.CurTime + TimeSpan.FromSeconds(trigger.Delay);
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}
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}
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private void UpdateTimer(float frameTime)
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{
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var query = EntityQueryEnumerator<CP14RitualTimerTriggerComponent, CP14MagicRitualPhaseComponent>();
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while (query.MoveNext(out var uid, out var timer, out var phase))
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{
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foreach (var trigger in timer.Triggers)
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{
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if (_timing.CurTime < trigger.TriggerTime || trigger.TriggerTime == TimeSpan.Zero)
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continue;
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if (trigger.Edge is null)
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continue;
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TriggerRitualPhase((uid, phase), trigger.Edge.Value.Target);
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trigger.TriggerTime = TimeSpan.Zero;
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}
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}
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}
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}
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