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OldThink/Content.Server/Light/EntitySystems/MatchstickSystem.cs

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using System.Collections.Generic;
using Content.Server.Atmos.EntitySystems;
using Content.Server.Light.Components;
using Content.Shared.Audio;
using Content.Shared.Interaction;
get that crap outta here (completely rewrites inventorysystem) (#5807) * some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable:tm: * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge:tm: * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
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using Content.Shared.Item;
using Content.Shared.Smoking;
using Content.Shared.Temperature;
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using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
using Robust.Shared.Player;
namespace Content.Server.Light.EntitySystems
{
public sealed class MatchstickSystem : EntitySystem
{
private HashSet<MatchstickComponent> _litMatches = new();
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[Dependency]
private readonly AtmosphereSystem _atmosphereSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<MatchstickComponent, InteractUsingEvent>(OnInteractUsing);
SubscribeLocalEvent<MatchstickComponent, IsHotEvent>(OnIsHotEvent);
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SubscribeLocalEvent<MatchstickComponent, ComponentShutdown>(OnShutdown);
}
private void OnShutdown(EntityUid uid, MatchstickComponent component, ComponentShutdown args)
{
_litMatches.Remove(component);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
foreach (var match in _litMatches)
{
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if (match.CurrentState != SmokableState.Lit || Paused(match.Owner) || match.Deleted)
continue;
_atmosphereSystem.HotspotExpose(EntityManager.GetComponent<TransformComponent>(match.Owner).Coordinates, 400, 50, true);
}
}
private void OnInteractUsing(EntityUid uid, MatchstickComponent component, InteractUsingEvent args)
{
if (args.Handled || component.CurrentState != SmokableState.Unlit)
return;
var isHotEvent = new IsHotEvent();
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RaiseLocalEvent(args.Used, isHotEvent, false);
if (!isHotEvent.IsHot)
return;
Ignite(component, args.User);
args.Handled = true;
}
private void OnIsHotEvent(EntityUid uid, MatchstickComponent component, IsHotEvent args)
{
args.IsHot = component.CurrentState == SmokableState.Lit;
}
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public void Ignite(MatchstickComponent component, EntityUid user)
{
// Play Sound
SoundSystem.Play(
Filter.Pvs(component.Owner), component.IgniteSound.GetSound(), component.Owner,
AudioHelpers.WithVariation(0.125f).WithVolume(-0.125f));
// Change state
SetState(component, SmokableState.Lit);
_litMatches.Add(component);
component.Owner.SpawnTimer(component.Duration * 1000, delegate
{
SetState(component, SmokableState.Burnt);
_litMatches.Remove(component);
});
}
private void SetState(MatchstickComponent component, SmokableState value)
{
component.CurrentState = value;
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if (TryComp<PointLightComponent>(component.Owner, out var pointLightComponent))
{
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pointLightComponent.Enabled = component.CurrentState == SmokableState.Lit;
}
get that crap outta here (completely rewrites inventorysystem) (#5807) * some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable:tm: * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge:tm: * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
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if (EntityManager.TryGetComponent(component.Owner, out SharedItemComponent? item))
{
switch (component.CurrentState)
{
case SmokableState.Lit:
item.EquippedPrefix = "lit";
break;
default:
item.EquippedPrefix = "unlit";
break;
}
}
if (EntityManager.TryGetComponent(component.Owner, out AppearanceComponent? appearance))
{
appearance.SetData(SmokingVisuals.Smoking, component.CurrentState);
}
}
}
}