using System.Linq; using System.Numerics; using Content.Server.Atmos.Components; using Content.Server.Atmos.EntitySystems; using Content.Shared.Maps; 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 : EntitySystem { [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 EntProtoId _fireProto = "CP14Fire"; public override void Initialize() { SubscribeLocalEvent(OnCompInit); SubscribeLocalEvent(OnFireChanged); } private void OnFireChanged(Entity ent, ref OnFireChangedEvent args) { if (!args.OnFire) QueueDel(ent); } private void OnCompInit(Entity ent, ref OnFireChangedEvent args) { if (!args.OnFire) return; var cooldown = _random.NextFloat(ent.Comp.SpreadCooldownMin, ent.Comp.SpreadCooldownMax); ent.Comp.NextSpreadTime = _gameTiming.CurTime + TimeSpan.FromSeconds(cooldown); } public override void Update(float frameTime) { base.Update(frameTime); UpdateFireSpread(); UpdateAutoIgnite(); } private void UpdateAutoIgnite() { var query = EntityQueryEnumerator(); 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(uid); } } private void UpdateFireSpread() { List> spreadUids = new(); var query = EntityQueryEnumerator(); while (query.MoveNext(out var uid, 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); spreadUids.Add(new Entity(uid, spread)); } foreach (var uid in spreadUids) { IgniteEntities(uid, uid.Comp); IgniteTiles(uid, uid.Comp); } } private void IgniteEntities(EntityUid uid, CP14FireSpreadComponent spread) { var targets = _lookup.GetEntitiesInRange(_transform.GetMapCoordinates(uid), spread.Radius, LookupFlags.Uncontained); foreach (var target in targets) { if (!_random.Prob(spread.Prob)) continue; _flammable.Ignite(target, uid); } } private void IgniteTiles(EntityUid uid, CP14FireSpreadComponent spread) { var xform = Transform(uid); if (!TryComp(xform.GridUid, out var grid)) return; // Ignore items inside containers if (!HasComp(xform.ParentUid)) return; var localPos = xform.Coordinates.Position; var tileRefs = _mapSystem.GetLocalTilesIntersecting(grid.Owner, grid, new Box2( localPos + new Vector2(-spread.Radius, -spread.Radius), localPos + new Vector2(spread.Radius, spread.Radius))) .ToList(); foreach (var tileref in tileRefs) { if (!_random.Prob(spread.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]); } } }