Files
OldThink/Content.Server/Xenoarchaeology/XenoArtifacts/Effects/Systems/TemperatureArtifactSystem.cs
Nemanja 273e0968e4 XenoArch [Science Overhaul] (#12204)
* multi-node xeno artifacts

* refactor existing artifact effects

* more tweaks to generation

* more shit plus fix tests

* more generation stuff plus threat levels

* doink

* now make it build

* defer the artifact activation to not cause errors

also pricing

* some changes

* all of the yaml + ui stuff for artifact analyzer

* machine linking and starting to make the ui functional

* artifact analyzer display

* a shit ton of artifact analyzer stuff

* more changes; making destroy work properly; progress bar tweaks

* getting shit going!

ALL RIGHT

* small tweaks that didn't help much

* Komm susser todd: the end of analysis

* recipes and hints and ui, oh my!

* add some in-game sources

gotta prepare for day 1 launch

* node data + ditch random seed in place of id

* bunch of triggers

* finish off the last few triggers

* implement machine examine verb

* knock, flicker, blink, throw

* shatter, foam, shuffle, heat

* fix all the shit i broke

* *some* of these have to be good, no?

25 effects

* callin' it there for effects

* comments + reword some trigger hints

* don't mind this little commit here

* byref event

* fix brokey node entry

* fix low pressure trigger

* mirror review plus fixing 0x40's bug

also the throw artifact threw incorrectly

* randomize the event message a teeny bit
2022-11-06 17:05:44 -06:00

52 lines
1.8 KiB
C#

using Content.Server.Atmos;
using Content.Server.Atmos.EntitySystems;
using Content.Server.Xenoarchaeology.XenoArtifacts.Effects.Components;
using Content.Server.Xenoarchaeology.XenoArtifacts.Events;
using Robust.Server.GameObjects;
namespace Content.Server.Xenoarchaeology.XenoArtifacts.Effects.Systems;
public sealed class TemperatureArtifactSystem : EntitySystem
{
[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
[Dependency] private readonly TransformSystem _transformSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<TemperatureArtifactComponent, ArtifactActivatedEvent>(OnActivate);
}
private void OnActivate(EntityUid uid, TemperatureArtifactComponent component, ArtifactActivatedEvent args)
{
var transform = Transform(uid);
var center = _atmosphereSystem.GetContainingMixture(uid, false, true);
if (center == null)
return;
UpdateTileTemperature(component, center);
if (component.AffectAdjacentTiles && transform.GridUid != null)
{
var adjacent = _atmosphereSystem.GetAdjacentTileMixtures(transform.GridUid.Value,
_transformSystem.GetGridOrMapTilePosition(uid, transform), excite: true);
foreach (var mixture in adjacent)
{
UpdateTileTemperature(component, mixture);
}
}
}
private void UpdateTileTemperature(TemperatureArtifactComponent component, GasMixture environment)
{
var dif = component.TargetTemperature - environment.Temperature;
var absDif = Math.Abs(dif);
if (absDif < component.MaxTemperatureDifference)
return;
var step = Math.Min(absDif, component.SpawnTemperature);
environment.Temperature += dif > 0 ? step : -step;
}
}