* Update base.yml * bandit -> sociopath * some fixes * syringe * vaults * Update ContentAudioSystem.CP14AmbientLoop.cs
153 lines
5.5 KiB
C#
153 lines
5.5 KiB
C#
using System.Linq;
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using System.Numerics;
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using Content.Server.Atmos.Components;
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using Content.Server.Atmos.EntitySystems;
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using Content.Shared.Maps;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Server._CP14.Temperature;
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public sealed partial class CP14FireSpreadSystem : EntitySystem
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{
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[Dependency] private readonly FlammableSystem _flammable = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly SharedMapSystem _mapSystem = default!;
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[Dependency] private readonly TileSystem _tile = default!;
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[Dependency] private readonly ITileDefinitionManager _tiledef = default!;
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private EntProtoId _fireProto = "CP14Fire";
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public override void Initialize()
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{
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SubscribeLocalEvent<CP14FireSpreadComponent, OnFireChangedEvent>(OnCompInit);
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SubscribeLocalEvent<CP14DespawnOnExtinguishComponent, OnFireChangedEvent>(OnFireChanged);
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}
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private void OnFireChanged(Entity<CP14DespawnOnExtinguishComponent> ent, ref OnFireChangedEvent args)
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{
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if (!args.OnFire)
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QueueDel(ent);
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}
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private void OnCompInit(Entity<CP14FireSpreadComponent> ent, ref OnFireChangedEvent args)
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{
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if (!args.OnFire)
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return;
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var cooldown = _random.NextFloat(ent.Comp.SpreadCooldownMin, ent.Comp.SpreadCooldownMax);
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ent.Comp.NextSpreadTime = _gameTiming.CurTime + TimeSpan.FromSeconds(cooldown);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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UpdateFireSpread();
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UpdateAutoIgnite();
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}
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private void UpdateAutoIgnite()
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{
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var query = EntityQueryEnumerator<CP14AutoIgniteComponent, FlammableComponent>();
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while (query.MoveNext(out var uid, out var autoIgnite, out var flammable))
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{
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if (!autoIgnite.Initialized || !flammable.Initialized)
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continue;
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if (autoIgnite.IgniteTime == TimeSpan.Zero)
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autoIgnite.IgniteTime = _gameTiming.CurTime + autoIgnite.IgniteDelay;
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if (_gameTiming.CurTime < autoIgnite.IgniteTime)
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continue;
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//Это такой пиздец, что-то сломалось у оффов, что поджигание сущности в момент инициализации (например MapInitEvent) нахрен все крашит.
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//Поэтому я добавил 1-секундную задержку перед поджиганием.
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_flammable.AdjustFireStacks(uid, autoIgnite.StartStack, flammable, true);
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RemCompDeferred<CP14AutoIgniteComponent>(uid);
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}
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}
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private void UpdateFireSpread()
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{
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List<Entity<CP14FireSpreadComponent>> spreadUids = new();
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var query = EntityQueryEnumerator<CP14FireSpreadComponent, FlammableComponent, TransformComponent>();
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while (query.MoveNext(out var uid, out var spread, out var flammable, out var xform))
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{
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if (!flammable.OnFire)
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continue;
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if (spread.NextSpreadTime >= _gameTiming.CurTime)
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continue;
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if (xform.ParentUid != xform.GridUid) //we can't set a fire if we're inside a chest, for example.
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continue;
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var cooldown = _random.NextFloat(spread.SpreadCooldownMin, spread.SpreadCooldownMax);
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spread.NextSpreadTime = _gameTiming.CurTime + TimeSpan.FromSeconds(cooldown);
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spreadUids.Add(new Entity<CP14FireSpreadComponent>(uid, spread));
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}
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foreach (var uid in spreadUids)
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{
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IgniteEntities(uid, uid.Comp);
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IgniteTiles(uid, uid.Comp);
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}
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}
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private void IgniteEntities(EntityUid uid, CP14FireSpreadComponent spread)
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{
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var targets = _lookup.GetEntitiesInRange<FlammableComponent>(_transform.GetMapCoordinates(uid),
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spread.Radius,
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LookupFlags.Uncontained);
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foreach (var target in targets)
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{
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if (!_random.Prob(spread.Prob))
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continue;
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_flammable.Ignite(target, uid);
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}
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}
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private void IgniteTiles(EntityUid uid, CP14FireSpreadComponent spread)
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{
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var xform = Transform(uid);
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if (!TryComp<MapGridComponent>(xform.GridUid, out var grid))
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return;
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// Ignore items inside containers
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if (!HasComp<MapGridComponent>(xform.ParentUid))
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return;
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var localPos = xform.Coordinates.Position;
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var tileRefs = _mapSystem.GetLocalTilesIntersecting(grid.Owner,
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grid,
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new Box2(
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localPos + new Vector2(-spread.Radius, -spread.Radius),
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localPos + new Vector2(spread.Radius, spread.Radius)))
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.ToList();
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foreach (var tileref in tileRefs)
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{
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if (!_random.Prob(spread.ProbTile))
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continue;
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var tile = tileref.Tile.GetContentTileDefinition();
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if (tile.BurnedTile is null)
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continue;
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Spawn(_fireProto, _mapSystem.ToCenterCoordinates(tileref, grid));
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_tile.ReplaceTile(tileref, (ContentTileDefinition)_tiledef[tile.BurnedTile]);
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}
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}
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}
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