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crystall-punk-14/Content.Server/_CP14/Temperature/CP14FireSpreadSystem.cs

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using System.Linq;
using System.Numerics;
using Content.Server.Atmos.Components;
using Content.Server.Atmos.EntitySystems;
using Content.Server.DoAfter;
using Content.Shared._CP14.Temperature;
using Content.Shared.Interaction;
using Content.Shared.Maps;
using Content.Shared.Weapons.Melee.Events;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Server._CP14.Temperature;
public sealed partial class CP14FireSpreadSystem : CP14SharedFireSpreadSystem
{
[Dependency] private readonly FlammableSystem _flammable = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly SharedMapSystem _mapSystem = default!;
[Dependency] private readonly TileSystem _tile = default!;
[Dependency] private readonly ITileDefinitionManager _tileDef = default!;
private readonly EntProtoId _fireProto = "CP14Fire";
private readonly HashSet<Entity<CP14FireSpreadComponent>> _spreadEnts = new();
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<FlammableComponent, CP14IgnitionDoAfter>(OnFlammableIgnited);
SubscribeLocalEvent<CP14FlammableBonusDamageComponent, MeleeHitEvent>(OnFlammableMeleeHit);
}
private void OnFlammableMeleeHit(Entity<CP14FlammableBonusDamageComponent> ent, ref MeleeHitEvent args)
{
if (!TryComp<FlammableComponent>(ent, out var flammable))
return;
if (!flammable.OnFire)
return;
args.BonusDamage += ent.Comp.DamagePerStack * flammable.FireStacks;
}
private void OnFlammableIgnited(Entity<FlammableComponent> ent, ref CP14IgnitionDoAfter args)
{
if (args.Cancelled || args.Handled)
return;
_flammable.AdjustFireStacks(ent, ent.Comp.FirestacksOnIgnite, ent.Comp, true);
args.Handled = true;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
UpdateFireSpread();
UpdateAutoIgnite();
}
private void UpdateAutoIgnite()
{
var query = EntityQueryEnumerator<CP14AutoIgniteComponent, FlammableComponent>();
while (query.MoveNext(out var uid, out var autoIgnite, out var flammable))
{
if (!autoIgnite.Initialized || !flammable.Initialized)
continue;
if (autoIgnite.IgniteTime == TimeSpan.Zero)
autoIgnite.IgniteTime = _gameTiming.CurTime + autoIgnite.IgniteDelay;
if (_gameTiming.CurTime < autoIgnite.IgniteTime)
continue;
//Это такой пиздец, что-то сломалось у оффов, что поджигание сущности в момент инициализации (например MapInitEvent) нахрен все крашит.
//Поэтому я добавил 1-секундную задержку перед поджиганием.
_flammable.AdjustFireStacks(uid, autoIgnite.StartStack, flammable, true);
RemCompDeferred<CP14AutoIgniteComponent>(uid);
}
}
private void UpdateFireSpread()
{
_spreadEnts.Clear();
var query = EntityQueryEnumerator<CP14ActiveFireSpreadingComponent, CP14FireSpreadComponent, FlammableComponent, TransformComponent>();
while (query.MoveNext(out var uid, out _, out var spread, out var flammable, out var xform))
{
if (!flammable.OnFire)
continue;
if (spread.NextSpreadTime >= _gameTiming.CurTime)
continue;
if (xform.ParentUid != xform.GridUid) //we can't set a fire if we're inside a chest, for example.
continue;
var cooldown = _random.NextFloat(spread.SpreadCooldownMin, spread.SpreadCooldownMax);
spread.NextSpreadTime = _gameTiming.CurTime + TimeSpan.FromSeconds(cooldown);
_spreadEnts.Add(new Entity<CP14FireSpreadComponent>(uid, spread));
}
foreach (var uid in _spreadEnts)
{
IgniteEntities(uid);
IgniteTiles(uid);
}
}
private void IgniteEntities(Entity<CP14FireSpreadComponent> spread)
{
var targets = _lookup.GetEntitiesInRange<FlammableComponent>(_transform.GetMapCoordinates(spread),
spread.Comp.Radius,
LookupFlags.Uncontained);
foreach (var target in targets)
{
if (!_random.Prob(spread.Comp.Prob))
continue;
_flammable.Ignite(target, spread);
}
}
private void IgniteTiles(Entity<CP14FireSpreadComponent> spread)
{
var xform = Transform(spread);
// Ignore items inside containers
if (!TryComp<MapGridComponent>(xform.ParentUid, out var grid))
return;
var localPos = xform.Coordinates.Position;
var tileRefs = _mapSystem.GetLocalTilesIntersecting(xform.ParentUid,
grid,
new Box2(
localPos + new Vector2(-spread.Comp.Radius, -spread.Comp.Radius),
localPos + new Vector2(spread.Comp.Radius, spread.Comp.Radius)))
.ToList();
foreach (var tileRef in tileRefs)
{
if (!_random.Prob(spread.Comp.ProbTile))
continue;
var tile = tileRef.Tile.GetContentTileDefinition();
if (tile.BurnedTile is null)
continue;
Spawn(_fireProto, _mapSystem.ToCenterCoordinates(tileRef, grid));
_tile.ReplaceTile(tileRef, (ContentTileDefinition)_tileDef[tile.BurnedTile]);
}
}
}