Files
crystall-punk-14/Content.Server/_CP14/MagicRitualTrigger/CP14RitualTriggerSystem.Timer.cs
Ed d2c5aa74b4 Ritualizm (#474)
* ritual cucumber setup

* entities requirements

* try graph???

* Revert "try graph???"

This reverts commit c90c6353cb.

* pipyau

* fixes

* yay, it works

* spawn effect

* regex lower message restrictions

* unique speakers support

* apply entity effect ritual

* ritual chalk

* Update SpawnEntity.cs

* ritual stability

* stability event

* add guidebook description to all ritual actions

* Readability added

* Update RequiredResource.cs

* finish describer

* clean up describer

* Update triggers.ftl

* cave ambient loop

* parry sound update

* rituals end start

* magic ambience add

* global sharedization

* Update phases.yml

* daytime requirement

* Update phases.yml

* start ritual

* fixes

* more ambient work

* rritual visualizer

* end ritual

* magic orbs!

* required orbs

* orbs design

* consume orbs

* setup neutral cluster triggers and edges

* listener proxy

* restucture graph

* fix time triggers

* healing cluster

* fixes

* Create CP14RitualTest.cs

* test errors for check test

* YEEEE

* Fuck triggers, its broken now, YAY

* triggers redo

* fix

* fix test

* Update CP14RitualTest.cs

* Update neutral_cluster.yml

* Update CP14RitualSystem.Triggers.cs

* clean up, documentation

* redo triggers again

* and another one

* species sacrifice trigger

* whitelist trigger

* fix

* describer refactor

* fix memory leaking  + hyperlinks

* dd
2024-10-06 18:04:18 +03:00

44 lines
1.3 KiB
C#

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