Firestarter fixes (#24647)

* Firestarter fixes

- Actually networks the action.
- Namespace fixes.

* No networky for you
This commit is contained in:
metalgearsloth
2024-02-01 00:01:52 +11:00
committed by GitHub
parent 1f389d7a39
commit a6ea8b210d
4 changed files with 33 additions and 22 deletions

View File

@@ -1,24 +1,26 @@
using Content.Server.Atmos.Components;
using Content.Shared.Actions.Events;
using Content.Shared.Atmos.Components;
using Content.Shared.Atmos.EntitySystems;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Containers;
using Robust.Shared.Map;
using Content.Server.Atmos.Components;
using Content.Server.Atmos.EntitySystems;
using Robust.Shared.Audio.Systems;
using Content.Shared.Abilities.Firestarter;
namespace Content.Server.Atmos.EntitySystems;
/// <summary>
/// Adds an action ability that will cause all flammable targets in a radius to ignite, also heals the owner
/// of the component when used.
/// </summary>
namespace Content.Server.Abilities.Firestarter;
public sealed class FirestarterSystem : EntitySystem
public sealed class FirestarterSystem : SharedFirestarterSystem
{
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly FlammableSystem _flammable = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
private readonly HashSet<Entity<FlammableComponent>> _flammables = new();
public override void Initialize()
{
base.Initialize();
@@ -26,11 +28,10 @@ public sealed class FirestarterSystem : EntitySystem
}
/// <summary>
/// Checks Radius for igniting nearby flammable objects .
/// Checks Radius for igniting nearby flammable objects
/// </summary>
private void OnStartFire(EntityUid uid, FirestarterComponent component, FireStarterActionEvent args)
{
if (_container.IsEntityOrParentInContainer(uid))
return;
@@ -47,10 +48,10 @@ public sealed class FirestarterSystem : EntitySystem
/// </summary>
public void IgniteNearby(EntityUid uid, EntityCoordinates coordinates, float severity, float radius)
{
var flammables = new HashSet<Entity<FlammableComponent>>();
_lookup.GetEntitiesInRange(coordinates, radius, flammables);
_flammables.Clear();
_lookup.GetEntitiesInRange(coordinates, radius, _flammables);
foreach (var flammable in flammables)
foreach (var flammable in _flammables)
{
var ent = flammable.Owner;
var stackAmount = 2 + (int) (severity / 0.15f);