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