Files
OldThink/Content.Server/Xenoarchaeology/XenoArtifacts/Triggers/Systems/ArtifactHeatTriggerSystem.cs
Vera Aguilera Puerto aa9281d667 Refactors the AtmosphereSystem public-facing API to allow for multiple atmos backends. (#8134)
* Refactors the entirety of the AtmosphereSystem public-facing API to allow for multiple atmos backends.

* actually compiles

* Remove commented out code

* funny bracket

* Move archived moles, temperature from GasMixture to TileAtmosphere.

* WIP customizable map default mixture
still VERY buggy

* broken mess
aaaaaaaaaaaaa

* Fix lattice, etc not being considered space

* visualization for "IsSpace"

* help

* Update Content.Client/Atmos/Overlays/AtmosDebugOverlay.cs

Co-authored-by: Moony <moonheart08@users.noreply.github.com>

* Holy SHIT it compiles AGAIN

* Fix AtmosDeviceSystem crash at shutdown

* Fix immutable tiles on map blueprints not being fixed by fixgridatmos/revalidate.

* Use space instead of gasmixture immutable for heat capacity calculations

* Remove all LINDA-specific code from GasMixture, move it to TileAtmosphere/AtmosphereSystem instead.

* Fix roundstart tiles not processing

* Update Content.Server/Atmos/Commands/SetTemperatureCommand.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Update Content.Server/Atmos/EntitySystems/AtmosphereSystem.API.cs

Changed Files tab is so large I can't commit both suggestions at once mfw

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

Co-authored-by: Moony <moonheart08@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-07-04 09:51:34 -05:00

67 lines
2.4 KiB
C#

using Content.Server.Atmos.EntitySystems;
using Content.Server.Xenoarchaeology.XenoArtifacts.Triggers.Components;
using Content.Shared.Interaction;
using Content.Shared.Temperature;
using Content.Shared.Weapons.Melee;
using Robust.Server.GameObjects;
namespace Content.Server.Xenoarchaeology.XenoArtifacts.Triggers.Systems;
public sealed class ArtifactHeatTriggerSystem : EntitySystem
{
[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
[Dependency] private readonly ArtifactSystem _artifactSystem = default!;
[Dependency] private readonly TransformSystem _transformSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ArtifactHeatTriggerComponent, AttackedEvent>(OnAttacked);
SubscribeLocalEvent<ArtifactHeatTriggerComponent, InteractUsingEvent>(OnUsing);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityManager.EntityQuery<ArtifactHeatTriggerComponent, TransformComponent, ArtifactComponent>();
foreach (var (trigger, transform, artifact) in query)
{
var uid = trigger.Owner;
var environment = _atmosphereSystem.GetTileMixture(transform.GridUid, transform.MapUid,
_transformSystem.GetGridOrMapTilePosition(uid, transform));
if (environment == null)
continue;
if (environment.Temperature < trigger.ActivationTemperature)
continue;
_artifactSystem.TryActivateArtifact(trigger.Owner, component: artifact);
}
}
private void OnAttacked(EntityUid uid, ArtifactHeatTriggerComponent component, AttackedEvent args)
{
if (!component.ActivateHotItems || !CheckHot(args.Used))
return;
_artifactSystem.TryActivateArtifact(uid, args.User);
}
private void OnUsing(EntityUid uid, ArtifactHeatTriggerComponent component, InteractUsingEvent args)
{
if (args.Handled)
return;
if (!component.ActivateHotItems || !CheckHot(args.Used))
return;
args.Handled = _artifactSystem.TryActivateArtifact(uid, args.User);
}
private bool CheckHot(EntityUid usedUid)
{
var hotEvent = new IsHotEvent();
RaiseLocalEvent(usedUid, hotEvent, false);
return hotEvent.IsHot;
}
}