Spellblade update (#346)
* - tweak: Don't close eui too quickly. * - add: Spellblade update. * - fix: Cult teleport spell.
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@@ -1,3 +1,4 @@
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using Content.Server._White.Wizard.SpellBlade;
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using Content.Server.Administration.Logs;
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using Content.Server.Atmos.Components;
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using Content.Server.IgnitionSource;
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@@ -49,6 +50,7 @@ namespace Content.Server.Atmos.EntitySystems
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[Dependency] private readonly UseDelaySystem _useDelay = default!;
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[Dependency] private readonly AudioSystem _audio = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly SpellBladeSystem _spellBlade = default!; // WD
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public const float MinimumFireStacks = -10f;
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public const float MaximumFireStacks = 20f;
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@@ -84,13 +86,19 @@ namespace Content.Server.Atmos.EntitySystems
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private void OnMeleeHit(EntityUid uid, IgniteOnMeleeHitComponent component, MeleeHitEvent args)
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{
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// WD START
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var fireStacks = component.FireStacks;
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if (args.Direction != null) // Heavy attack
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fireStacks *= 0.5f;
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// WD END
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foreach (var entity in args.HitEntities)
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{
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if (!TryComp<FlammableComponent>(entity, out var flammable))
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continue;
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AdjustFireStacks(entity, component.FireStacks, flammable);
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if (component.FireStacks >= 0)
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AdjustFireStacks(entity, fireStacks, flammable); // WD EDIT
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if (fireStacks >= 0) // WD EDIT
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Ignite(entity, args.Weapon, flammable, args.User);
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}
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}
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@@ -203,8 +211,15 @@ namespace Content.Server.Atmos.EntitySystems
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if (!flammable.OnFire && !otherFlammable.OnFire)
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return; // Neither are on fire
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// WD START
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var weHold = _spellBlade.IsHoldingItemWithComponent<FireAspectComponent>(uid);
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var theyHold = _spellBlade.IsHoldingItemWithComponent<FireAspectComponent>(otherUid);
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// WD END
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if (flammable.OnFire && otherFlammable.OnFire)
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{
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if (weHold && !theyHold || theyHold && !weHold) // WD
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return;
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// Both are on fire -> equalize fire stacks.
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var avg = (flammable.FireStacks + otherFlammable.FireStacks) / 2;
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flammable.FireStacks = flammable.CanExtinguish ? avg : Math.Max(flammable.FireStacks, avg);
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@@ -217,6 +232,8 @@ namespace Content.Server.Atmos.EntitySystems
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// Only one is on fire -> attempt to spread the fire.
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if (flammable.OnFire)
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{
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if (theyHold) // WD
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return;
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otherFlammable.FireStacks += flammable.FireStacks / 2;
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Ignite(otherUid, uid, otherFlammable);
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if (flammable.CanExtinguish)
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@@ -227,6 +244,8 @@ namespace Content.Server.Atmos.EntitySystems
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}
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else
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{
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if (weHold) // WD
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return;
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flammable.FireStacks += otherFlammable.FireStacks / 2;
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Ignite(uid, otherUid, flammable);
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if (otherFlammable.CanExtinguish)
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@@ -436,7 +455,8 @@ namespace Content.Server.Atmos.EntitySystems
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if (TryComp(uid, out TemperatureComponent? temp))
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_temperatureSystem.ChangeHeat(uid, 12500 * damageScale, false, temp);
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_damageableSystem.TryChangeDamage(uid, flammable.Damage * damageScale, interruptsDoAfters: false);
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if (!_spellBlade.IsHoldingItemWithComponent<FireAspectComponent>(uid)) // WD EDIT
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_damageableSystem.TryChangeDamage(uid, flammable.Damage * damageScale, interruptsDoAfters: false);
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AdjustFireStacks(uid, flammable.FirestackFade * (flammable.Resisting ? 10f : 1f), flammable);
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}
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