Files
OldThink/Content.Server/Xenoarchaeology/XenoArtifacts/Triggers/Systems/ArtifactTimerTriggerSystem.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

44 lines
1.3 KiB
C#

using Content.Server.Xenoarchaeology.XenoArtifacts.Triggers.Components;
using Robust.Shared.Timing;
namespace Content.Server.Xenoarchaeology.XenoArtifacts.Triggers.Systems;
public sealed class ArtifactTimerTriggerSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _time = default!;
[Dependency] private readonly ArtifactSystem _artifactSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ArtifactTimerTriggerComponent, ComponentStartup>(OnStartup);
}
private void OnStartup(EntityUid uid, ArtifactTimerTriggerComponent component, ComponentStartup args)
{
component.LastActivation = _time.CurTime;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
List<ArtifactComponent> toUpdate = new();
foreach (var (trigger, artifact) in EntityQuery<ArtifactTimerTriggerComponent, ArtifactComponent>())
{
var timeDif = _time.CurTime - trigger.LastActivation;
if (timeDif <= trigger.ActivationRate)
continue;
toUpdate.Add(artifact);
trigger.LastActivation = _time.CurTime;
}
foreach (var a in toUpdate)
{
_artifactSystem.TryActivateArtifact(a.Owner, null, a);
}
}
}