Files
crystall-punk-14/Content.Shared/_CP14/Temperature/CP14SharedFireSpreadSystem.cs
Ed 109edeb4b5 Modular weapon crafting WIP (#611)
* data initalizing

* modular assembling

* grips and blades sprites

* first prototypes

* jewerly decoration

* disassemble modular weapon

* grip start stats

* blade modifiers

* inhand sprites generation

* resprites inhand, add sickle, add attempt modify size

* auto inhand sprite parsing

* icon default parsing

* spear blade

* mace ball

* sword blade

* sharedization + autonetwork hotswipe

* wielding sprite support!

* iron long grip

* wielded sickle, fix ERROR sprite if state not added

* Update grips.yml

* wielded spear + ruby rework

* wielding damage bonus modifier

* modular size fix

* fix storedOffset rotation

* parts offset

* fix inheriting modifiers

* some bugfix and balance tweaks

* DPS Meter

* fix dividing by zero

* rebalance

* replace baseknife to modular knife. Delete ice knife spell

* sickle and mace modular replace

* modular spear & sword replacement. add wielded icons

* Update CP14DPSMeterSystem.cs

* back to serverization

* grip disassemble drop again

* clothing sprite generation code

* back slot long grips and mace

* remove jewerly slot, add more clothing states

* finish clothing states

* shovel modular

* YEEEEE

* anvil modular craft

* bugfixes

* more integration check fixes
2024-11-29 01:31:42 +03:00

113 lines
3.7 KiB
C#

using Content.Shared.DoAfter;
using Content.Shared.IdentityManagement;
using Content.Shared.Interaction;
using Content.Shared.Popups;
using Content.Shared.Weapons.Melee.Events;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
namespace Content.Shared._CP14.Temperature;
public abstract partial class CP14SharedFireSpreadSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<CP14FireSpreadComponent, OnFireChangedEvent>(OnFireChangedSpread);
SubscribeLocalEvent<CP14DespawnOnExtinguishComponent, OnFireChangedEvent>(OnFireChangedDespawn);
SubscribeLocalEvent<CP14DelayedIgnitionSourceComponent, OnFireChangedEvent>(OnIgnitionSourceFireChanged);
SubscribeLocalEvent<CP14DelayedIgnitionSourceComponent, AfterInteractEvent>(OnDelayedIgniteAttempt);
}
private void OnFireChangedDespawn(Entity<CP14DespawnOnExtinguishComponent> ent, ref OnFireChangedEvent args)
{
if (!args.OnFire)
QueueDel(ent);
}
private void OnFireChangedSpread(Entity<CP14FireSpreadComponent> ent, ref OnFireChangedEvent args)
{
if (args.OnFire)
{
EnsureComp<CP14ActiveFireSpreadingComponent>(ent);
}
else
{
if (HasComp<CP14ActiveFireSpreadingComponent>(ent))
RemCompDeferred<CP14ActiveFireSpreadingComponent>(ent);
}
ent.Comp.NextSpreadTime = _gameTiming.CurTime + TimeSpan.FromSeconds(ent.Comp.SpreadCooldownMax);
}
private void OnDelayedIgniteAttempt(Entity<CP14DelayedIgnitionSourceComponent> ent, ref AfterInteractEvent args)
{
if (!args.CanReach || args.Handled || args.Target == null)
return;
if (!ent.Comp.Enabled)
return;
var time = ent.Comp.Delay;
var caution = true;
if (TryComp<CP14IgnitionModifierComponent>(args.Target, out var modifier))
{
time *= modifier.IgnitionTimeModifier;
caution = !modifier.HideCaution;
}
_doAfter.TryStartDoAfter(new DoAfterArgs(EntityManager,
args.User,
time,
new CP14IgnitionDoAfter(),
args.Target,
args.Target,
ent)
{
BreakOnDamage = true,
BreakOnMove = true,
BreakOnDropItem = true,
BreakOnHandChange = true,
BlockDuplicate = true,
CancelDuplicate = true
});
var selfMessage = Loc.GetString("cp14-attempt-ignite-caution-self",
("target", MetaData(args.Target.Value).EntityName));
var otherMessage = Loc.GetString("cp14-attempt-ignite-caution",
("name", Identity.Entity(args.User, EntityManager)),
("target", Identity.Entity(args.Target.Value, EntityManager)));
_popup.PopupPredicted(selfMessage,
otherMessage,
args.User,
args.User,
caution ? PopupType.MediumCaution : PopupType.Small);
}
private void OnIgnitionSourceFireChanged(Entity<CP14DelayedIgnitionSourceComponent> ent, ref OnFireChangedEvent args)
{
ent.Comp.Enabled = args.OnFire;
Dirty(ent);
}
}
/// <summary>
/// Raised whenever an FlammableComponent OnFire is Changed
/// </summary>
[ByRefEvent]
public readonly record struct OnFireChangedEvent(bool OnFire)
{
public readonly bool OnFire = OnFire;
}
[Serializable, NetSerializable]
public sealed partial class CP14IgnitionDoAfter : SimpleDoAfterEvent
{
}