Radiation rework (#10970)
This commit is contained in:
166
Content.Server/Radiation/Systems/RadiationSystem.Blockers.cs
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166
Content.Server/Radiation/Systems/RadiationSystem.Blockers.cs
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@@ -0,0 +1,166 @@
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using Content.Server.Radiation.Components;
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using Content.Shared.Doors;
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using Content.Shared.Doors.Components;
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namespace Content.Server.Radiation.Systems;
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// create and update map of radiation blockers
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public partial class RadiationSystem
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{
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private void InitRadBlocking()
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{
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SubscribeLocalEvent<RadiationBlockerComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<RadiationBlockerComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<RadiationBlockerComponent, AnchorStateChangedEvent>(OnAnchorChanged);
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SubscribeLocalEvent<RadiationBlockerComponent, ReAnchorEvent>(OnReAnchor);
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SubscribeLocalEvent<RadiationBlockerComponent, DoorStateChangedEvent>(OnDoorChanged);
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SubscribeLocalEvent<RadiationGridResistanceComponent, EntityTerminatingEvent>(OnGridRemoved);
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}
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private void OnInit(EntityUid uid, RadiationBlockerComponent component, ComponentInit args)
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{
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if (!component.Enabled)
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return;
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AddTile(uid, component);
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}
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private void OnShutdown(EntityUid uid, RadiationBlockerComponent component, ComponentShutdown args)
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{
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if (component.Enabled)
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return;
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RemoveTile(uid, component);
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}
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private void OnAnchorChanged(EntityUid uid, RadiationBlockerComponent component, ref AnchorStateChangedEvent args)
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{
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if (args.Anchored)
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{
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AddTile(uid, component);
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}
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else
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{
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RemoveTile(uid, component);
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}
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}
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private void OnReAnchor(EntityUid uid, RadiationBlockerComponent component, ref ReAnchorEvent args)
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{
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// probably grid was split
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// we need to remove entity from old resistance map
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RemoveTile(uid, component);
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// and move it to the new one
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AddTile(uid, component);
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}
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private void OnDoorChanged(EntityUid uid, RadiationBlockerComponent component, DoorStateChangedEvent args)
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{
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switch (args.State)
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{
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case DoorState.Open:
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SetEnabled(uid, false, component);
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break;
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case DoorState.Closed:
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SetEnabled(uid, true, component);
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break;
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}
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}
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private void OnGridRemoved(EntityUid uid, RadiationGridResistanceComponent component, ref EntityTerminatingEvent args)
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{
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// grid is about to be removed - lets delete grid component first
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// this should save a bit performance when blockers will be deleted
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RemComp(uid, component);
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}
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public void SetEnabled(EntityUid uid, bool isEnabled, RadiationBlockerComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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if (isEnabled == component.Enabled)
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return;
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component.Enabled = isEnabled;
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if (!component.Enabled)
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RemoveTile(uid, component);
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else
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AddTile(uid, component);
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}
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private void AddTile(EntityUid uid, RadiationBlockerComponent component)
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{
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// check that last position was removed
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if (component.CurrentPosition != null)
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{
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RemoveTile(uid, component);
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}
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// check if entity even provide some rad protection
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if (!component.Enabled || component.RadResistance <= 0)
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return;
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// check if it's on a grid
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var trs = Transform(uid);
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if (!trs.Anchored || !TryComp(trs.GridUid, out IMapGridComponent? grid))
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return;
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// save resistance into rad protection grid
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var gridId = trs.GridUid.Value;
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var tilePos = grid.Grid.TileIndicesFor(trs.Coordinates);
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AddToTile(gridId, tilePos, component.RadResistance);
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// and remember it as last valid position
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component.CurrentPosition = (gridId, tilePos);
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}
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private void RemoveTile(EntityUid uid, RadiationBlockerComponent component)
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{
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// check if blocker was placed on grid before component was removed
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if (component.CurrentPosition == null)
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return;
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var (gridId, tilePos) = component.CurrentPosition.Value;
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// try to remove
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RemoveFromTile(gridId, tilePos, component.RadResistance);
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component.CurrentPosition = null;
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}
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private void AddToTile(EntityUid gridUid, Vector2i tilePos, float radResistance)
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{
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// get existing rad resistance grid or create it if it doesn't exist
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var resistance = EnsureComp<RadiationGridResistanceComponent>(gridUid);
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var grid = resistance.ResistancePerTile;
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// add to existing cell more rad resistance
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var newResistance = radResistance;
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if (grid.TryGetValue(tilePos, out var existingResistance))
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{
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newResistance += existingResistance;
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}
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grid[tilePos] = newResistance;
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}
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private void RemoveFromTile(EntityUid gridUid, Vector2i tilePos, float radResistance)
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{
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// get grid
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if (!TryComp(gridUid, out RadiationGridResistanceComponent? resistance))
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return;
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var grid = resistance.ResistancePerTile;
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// subtract resistance from tile
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if (!grid.TryGetValue(tilePos, out var existingResistance))
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return;
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existingResistance -= radResistance;
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// remove tile from grid if no resistance left
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if (existingResistance > 0)
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grid[tilePos] = existingResistance;
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else
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{
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grid.Remove(tilePos);
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if (grid.Count == 0)
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RemComp(gridUid, resistance);
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}
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}
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}
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48
Content.Server/Radiation/Systems/RadiationSystem.Cvar.cs
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48
Content.Server/Radiation/Systems/RadiationSystem.Cvar.cs
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@@ -0,0 +1,48 @@
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using Content.Shared.CCVar;
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namespace Content.Server.Radiation.Systems;
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// cvar updates
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public partial class RadiationSystem
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{
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public float MinIntensity { get; private set; }
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public float GridcastUpdateRate { get; private set; }
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public bool GridcastSimplifiedSameGrid { get; private set; }
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public float GridcastMaxDistance { get; private set; }
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private void SubscribeCvars()
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{
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_cfg.OnValueChanged(CCVars.RadiationMinIntensity, SetMinRadiationIntensity, true);
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_cfg.OnValueChanged(CCVars.RadiationGridcastUpdateRate, SetGridcastUpdateRate, true);
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_cfg.OnValueChanged(CCVars.RadiationGridcastSimplifiedSameGrid, SetGridcastSimplifiedSameGrid, true);
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_cfg.OnValueChanged(CCVars.RadiationGridcastMaxDistance, SetGridcastMaxDistance, true);
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}
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private void UnsubscribeCvars()
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{
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_cfg.UnsubValueChanged(CCVars.RadiationMinIntensity, SetMinRadiationIntensity);
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_cfg.UnsubValueChanged(CCVars.RadiationGridcastUpdateRate, SetGridcastUpdateRate);
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_cfg.UnsubValueChanged(CCVars.RadiationGridcastSimplifiedSameGrid, SetGridcastSimplifiedSameGrid);
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_cfg.UnsubValueChanged(CCVars.RadiationGridcastMaxDistance, SetGridcastMaxDistance);
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}
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private void SetMinRadiationIntensity(float radiationMinIntensity)
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{
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MinIntensity = radiationMinIntensity;
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}
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private void SetGridcastUpdateRate(float updateRate)
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{
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GridcastUpdateRate = updateRate;
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}
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private void SetGridcastSimplifiedSameGrid(bool simplifiedSameGrid)
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{
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GridcastSimplifiedSameGrid = simplifiedSameGrid;
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}
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private void SetGridcastMaxDistance(float maxDistance)
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{
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GridcastMaxDistance = maxDistance;
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}
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}
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105
Content.Server/Radiation/Systems/RadiationSystem.Debug.cs
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105
Content.Server/Radiation/Systems/RadiationSystem.Debug.cs
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@@ -0,0 +1,105 @@
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using System.Linq;
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using Content.Server.Administration;
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using Content.Server.Radiation.Components;
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using Content.Shared.Administration;
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using Content.Shared.Radiation.Events;
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using Content.Shared.Radiation.Systems;
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using Robust.Shared.Console;
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using Robust.Shared.Enums;
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using Robust.Shared.Players;
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namespace Content.Server.Radiation.Systems;
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// radiation overlay debug logic
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// rad rays send only to clients that enabled debug overlay
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public partial class RadiationSystem
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{
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private readonly HashSet<ICommonSession> _debugSessions = new();
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/// <summary>
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/// Toggle radiation debug overlay for selected player.
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/// </summary>
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public void ToggleDebugView(ICommonSession session)
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{
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bool isEnabled;
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if (_debugSessions.Add(session))
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{
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isEnabled = true;
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}
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else
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{
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_debugSessions.Remove(session);
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isEnabled = false;
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}
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var ev = new OnRadiationOverlayToggledEvent(isEnabled);
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RaiseNetworkEvent(ev, session.ConnectedClient);
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}
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/// <summary>
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/// Send new information for radiation overlay.
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/// </summary>
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private void UpdateDebugOverlay(EntityEventArgs ev)
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{
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var sessions = _debugSessions.ToArray();
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foreach (var session in sessions)
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{
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if (session.Status != SessionStatus.InGame)
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_debugSessions.Remove(session);
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RaiseNetworkEvent(ev, session.ConnectedClient);
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}
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}
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private void UpdateResistanceDebugOverlay()
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{
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if (_debugSessions.Count == 0)
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return;
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var query = GetEntityQuery<RadiationGridResistanceComponent>();
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var dict = new Dictionary<EntityUid, Dictionary<Vector2i, float>>();
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foreach (var grid in _mapManager.GetAllGrids())
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{
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var gridUid = grid.GridEntityId;
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if (!query.TryGetComponent(gridUid, out var resistance))
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continue;
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var resMap = resistance.ResistancePerTile;
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dict.Add(gridUid, resMap);
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}
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var ev = new OnRadiationOverlayResistanceUpdateEvent(dict);
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UpdateDebugOverlay(ev);
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}
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private void UpdateGridcastDebugOverlay(double elapsedTime, int totalSources,
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int totalReceivers, List<RadiationRay> rays)
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{
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if (_debugSessions.Count == 0)
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return;
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var ev = new OnRadiationOverlayUpdateEvent(elapsedTime, totalSources, totalReceivers, rays);
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UpdateDebugOverlay(ev);
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}
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}
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/// <summary>
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/// Toggle visibility of radiation rays coming from rad sources.
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/// </summary>
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[AdminCommand(AdminFlags.Admin)]
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public sealed class RadiationViewCommand : IConsoleCommand
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{
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public string Command => "showradiation";
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public string Description => Loc.GetString("radiation-command-description");
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public string Help => Loc.GetString("radiation-command-help");
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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var session = shell.Player;
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if (session == null)
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return;
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var entityManager = IoCManager.Resolve<IEntityManager>();
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entityManager.System<RadiationSystem>().ToggleDebugView(session);
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}
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}
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186
Content.Server/Radiation/Systems/RadiationSystem.GridCast.cs
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186
Content.Server/Radiation/Systems/RadiationSystem.GridCast.cs
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@@ -0,0 +1,186 @@
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using Content.Server.Radiation.Components;
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using Content.Shared.Radiation.Components;
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using Content.Shared.Radiation.Systems;
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using Robust.Shared.Collections;
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using Robust.Shared.Map;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Server.Radiation.Systems;
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// main algorithm that fire radiation rays to target
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public partial class RadiationSystem
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{
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private void UpdateGridcast()
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{
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// should we save debug information into rays?
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// if there is no debug sessions connected - just ignore it
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var saveVisitedTiles = _debugSessions.Count > 0;
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var stopwatch = new Stopwatch();
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stopwatch.Start();
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var sources = EntityQuery<RadiationSourceComponent, TransformComponent>();
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var destinations = EntityQuery<RadiationReceiverComponent, TransformComponent>();
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var resistanceQuery = GetEntityQuery<RadiationGridResistanceComponent>();
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var transformQuery = GetEntityQuery<TransformComponent>();
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// precalculate world positions for each source
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// so we won't need to calc this in cycle over and over again
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var sourcesData = new ValueList<(RadiationSourceComponent, TransformComponent, Vector2)>();
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foreach (var (source, sourceTrs) in sources)
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{
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var worldPos = _transform.GetWorldPosition(sourceTrs, transformQuery);
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var data = (source, sourceTrs, worldPos);
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sourcesData.Add(data);
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}
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// trace all rays from rad source to rad receivers
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var rays = new List<RadiationRay>();
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var receiversTotalRads = new ValueList<(RadiationReceiverComponent, float)>();
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foreach (var (dest, destTrs) in destinations)
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{
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var destWorld = _transform.GetWorldPosition(destTrs, transformQuery);
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var rads = 0f;
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foreach (var (source, sourceTrs, sourceWorld) in sourcesData)
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{
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// send ray towards destination entity
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var ray = Irradiate(sourceTrs.Owner, sourceTrs, sourceWorld,
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destTrs.Owner, destTrs, destWorld,
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source.Intensity, source.Slope, saveVisitedTiles, resistanceQuery);
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if (ray == null)
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continue;
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// save ray for debug
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rays.Add(ray);
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// add rads to total rad exposure
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if (ray.ReachedDestination)
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rads += ray.Rads;
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}
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receiversTotalRads.Add((dest, rads));
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}
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// update information for debug overlay
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var elapsedTime = stopwatch.Elapsed.TotalMilliseconds;
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var totalSources = sourcesData.Count;
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var totalReceivers = receiversTotalRads.Count;
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UpdateGridcastDebugOverlay(elapsedTime, totalSources, totalReceivers, rays);
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// send rads to each entity
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foreach (var (receiver, rads) in receiversTotalRads)
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{
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// update radiation value of receiver
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// if no radiation rays reached target, that will set it to 0
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receiver.CurrentRadiation = rads;
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// also send an event with combination of total rad
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if (rads > 0)
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IrradiateEntity(receiver.Owner, rads,GridcastUpdateRate);
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}
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}
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private RadiationRay? Irradiate(EntityUid sourceUid, TransformComponent sourceTrs, Vector2 sourceWorld,
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EntityUid destUid, TransformComponent destTrs, Vector2 destWorld,
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float incomingRads, float slope, bool saveVisitedTiles,
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EntityQuery<RadiationGridResistanceComponent> resistanceQuery)
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{
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// lets first check that source and destination on the same map
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if (sourceTrs.MapID != destTrs.MapID)
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return null;
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var mapId = sourceTrs.MapID;
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// get direction from rad source to destination and its distance
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var dir = destWorld - sourceWorld;
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var dist = dir.Length;
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// check if receiver is too far away
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if (dist > GridcastMaxDistance)
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return null;
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// will it even reach destination considering distance penalty
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var rads = incomingRads - slope * dist;
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if (rads <= MinIntensity)
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return null;
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// create a new radiation ray from source to destination
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// at first we assume that it doesn't hit any radiation blockers
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// and has only distance penalty
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var ray = new RadiationRay(mapId, sourceUid, sourceWorld, destUid, destWorld, rads);
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// if source and destination on the same grid it's possible that
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// between them can be another grid (ie. shuttle in center of donut station)
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// however we can do simplification and ignore that case
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if (GridcastSimplifiedSameGrid && sourceTrs.GridUid != null && sourceTrs.GridUid == destTrs.GridUid)
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{
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// todo: entity queries doesn't support interface - use it when IMapGridComponent will be removed
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if (!TryComp(sourceTrs.GridUid.Value, out IMapGridComponent? gridComponent))
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return ray;
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return Gridcast(gridComponent.Grid, ray, saveVisitedTiles, resistanceQuery);
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}
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// lets check how many grids are between source and destination
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// do a box intersection test between target and destination
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// it's not very precise, but really cheap
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var box = Box2.FromTwoPoints(sourceWorld, destWorld);
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var grids = _mapManager.FindGridsIntersecting(mapId, box, true);
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// gridcast through each grid and try to hit some radiation blockers
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// the ray will be updated with each grid that has some blockers
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foreach (var grid in grids)
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{
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ray = Gridcast(grid, ray, saveVisitedTiles, resistanceQuery);
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// looks like last grid blocked all radiation
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// we can return right now
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if (ray.Rads <= 0)
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return ray;
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}
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return ray;
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}
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private RadiationRay Gridcast(IMapGrid grid, RadiationRay ray, bool saveVisitedTiles,
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EntityQuery<RadiationGridResistanceComponent> resistanceQuery)
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{
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var blockers = new List<(Vector2i, float)>();
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// if grid doesn't have resistance map just apply distance penalty
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var gridUid = grid.GridEntityId;
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if (!resistanceQuery.TryGetComponent(gridUid, out var resistance))
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return ray;
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var resistanceMap = resistance.ResistancePerTile;
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// get coordinate of source and destination in grid coordinates
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var sourceGrid = grid.TileIndicesFor(ray.Source);
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var destGrid = grid.TileIndicesFor(ray.Destination);
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||||
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// iterate tiles in grid line from source to destination
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var line = new GridLineEnumerator(sourceGrid, destGrid);
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while (line.MoveNext())
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{
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var point = line.Current;
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if (!resistanceMap.TryGetValue(point, out var resData))
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continue;
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ray.Rads -= resData;
|
||||
|
||||
// save data for debug
|
||||
if (saveVisitedTiles)
|
||||
blockers.Add((point, ray.Rads));
|
||||
|
||||
// no intensity left after blocker
|
||||
if (ray.Rads <= MinIntensity)
|
||||
{
|
||||
ray.Rads = 0;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// save data for debug if needed
|
||||
if (saveVisitedTiles && blockers.Count > 0)
|
||||
ray.Blockers.Add(gridUid, blockers);
|
||||
|
||||
return ray;
|
||||
}
|
||||
}
|
||||
@@ -1,52 +1,46 @@
|
||||
using Content.Shared.Radiation.Events;
|
||||
using Robust.Shared.Configuration;
|
||||
using Robust.Shared.Map;
|
||||
|
||||
namespace Content.Server.Radiation.Systems;
|
||||
|
||||
public sealed class RadiationSystem : EntitySystem
|
||||
public sealed partial class RadiationSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly EntityLookupSystem _lookup = default!;
|
||||
[Dependency] private readonly IMapManager _mapManager = default!;
|
||||
[Dependency] private readonly IConfigurationManager _cfg = default!;
|
||||
[Dependency] private readonly SharedTransformSystem _transform = default!;
|
||||
|
||||
private const float RadiationCooldown = 1.0f;
|
||||
private float _accumulator;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
SubscribeCvars();
|
||||
InitRadBlocking();
|
||||
}
|
||||
|
||||
public override void Shutdown()
|
||||
{
|
||||
base.Shutdown();
|
||||
UnsubscribeCvars();
|
||||
}
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
base.Update(frameTime);
|
||||
|
||||
_accumulator += frameTime;
|
||||
if (_accumulator < GridcastUpdateRate)
|
||||
return;
|
||||
|
||||
while (_accumulator > RadiationCooldown)
|
||||
{
|
||||
_accumulator -= RadiationCooldown;
|
||||
|
||||
// All code here runs effectively every RadiationCooldown seconds, so use that as the "frame time".
|
||||
foreach (var comp in EntityManager.EntityQuery<RadiationSourceComponent>())
|
||||
{
|
||||
var ent = comp.Owner;
|
||||
if (Deleted(ent))
|
||||
continue;
|
||||
|
||||
var cords = Transform(ent).MapPosition;
|
||||
IrradiateRange(cords, comp.Range, comp.RadsPerSecond, RadiationCooldown);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void IrradiateRange(MapCoordinates coordinates, float range, float radsPerSecond, float time)
|
||||
{
|
||||
var lookUp = _lookup.GetEntitiesInRange(coordinates, range);
|
||||
foreach (var uid in lookUp)
|
||||
{
|
||||
if (Deleted(uid))
|
||||
continue;
|
||||
|
||||
IrradiateEntity(uid, radsPerSecond, time);
|
||||
}
|
||||
UpdateGridcast();
|
||||
UpdateResistanceDebugOverlay();
|
||||
_accumulator = 0f;
|
||||
}
|
||||
|
||||
public void IrradiateEntity(EntityUid uid, float radsPerSecond, float time)
|
||||
{
|
||||
var msg = new OnIrradiatedEvent(time, radsPerSecond);
|
||||
RaiseLocalEvent(uid, msg, true);
|
||||
RaiseLocalEvent(uid, msg);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user