mirror of
https://github.com/wega-team/ss14-wega.git
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22a547c7c8
* Replace usages of EntityQuery with dependency injected ones in Content.Server * Remove unused EntityQuery dependencies * Restore CheckPressureAndFire override method * Revert EntityQuery refactor changes to DisposalTubeSystem.cs & DisposableSystem.cs * Infer Transform/Metadata directly instead of passing (#43479) * Resolve RA0049, RA0051 errors (#43479) * Resolve RA0049, RA0051 errors (#43479) * Apply suggestions from code review Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
473 lines
19 KiB
C#
473 lines
19 KiB
C#
using Content.Server.Administration.Logs;
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using Content.Server.Atmos.Components;
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using Content.Server.Stunnable;
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using Content.Server.Temperature.Systems;
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using Content.Server.Damage.Components;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Alert;
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using Content.Shared.Atmos;
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using Content.Shared.Atmos.Components;
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using Content.Shared.Damage.Systems;
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using Content.Shared.Database;
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using Content.Shared.IgnitionSource;
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using Content.Shared.Interaction;
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using Content.Shared.Inventory;
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using Content.Shared.Physics;
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using Content.Shared.Popups;
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using Content.Shared.Projectiles;
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using Content.Shared.Rejuvenate;
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using Content.Shared.Temperature;
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using Content.Shared.Throwing;
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using Content.Shared.Timing;
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using Content.Shared.Toggleable;
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using Content.Shared.Weapons.Melee.Events;
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using Content.Shared.FixedPoint;
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using Content.Shared.Temperature.Components;
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using Robust.Server.Audio;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Server.Atmos.EntitySystems
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{
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public sealed partial class FlammableSystem : EntitySystem
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{
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[Dependency] private ActionBlockerSystem _actionBlockerSystem = default!;
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[Dependency] private AtmosphereSystem _atmosphereSystem = default!;
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[Dependency] private StunSystem _stunSystem = default!;
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[Dependency] private TemperatureSystem _temperatureSystem = default!;
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[Dependency] private SharedIgnitionSourceSystem _ignitionSourceSystem = default!;
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[Dependency] private DamageableSystem _damageableSystem = default!;
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[Dependency] private AlertsSystem _alertsSystem = default!;
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[Dependency] private FixtureSystem _fixture = default!;
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[Dependency] private IAdminLogManager _adminLogger = default!;
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[Dependency] private InventorySystem _inventory = default!;
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[Dependency] private SharedAppearanceSystem _appearance = default!;
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[Dependency] private SharedPopupSystem _popup = default!;
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[Dependency] private UseDelaySystem _useDelay = default!;
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[Dependency] private AudioSystem _audio = default!;
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[Dependency] private IRobustRandom _random = default!;
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[Dependency] private IGameTiming _timing = default!;
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[Dependency] private EntityQuery<InventoryComponent> _inventoryQuery = default!;
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[Dependency] private EntityQuery<PhysicsComponent> _physicsQuery = default!;
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private static readonly TimeSpan UpdateTime = TimeSpan.FromSeconds(1);
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private readonly Dictionary<Entity<FlammableComponent>, float> _fireEvents = new();
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public override void Initialize()
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{
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UpdatesAfter.Add(typeof(AtmosphereSystem));
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SubscribeLocalEvent<FlammableComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<FlammableComponent, InteractUsingEvent>(OnInteractUsing);
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SubscribeLocalEvent<FlammableComponent, StartCollideEvent>(OnCollide);
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SubscribeLocalEvent<FlammableComponent, IsHotEvent>(OnIsHot);
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SubscribeLocalEvent<FlammableComponent, TileFireEvent>(OnTileFire);
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SubscribeLocalEvent<FlammableComponent, RejuvenateEvent>(OnRejuvenate);
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SubscribeLocalEvent<FlammableComponent, ResistFireAlertEvent>(OnResistFireAlert);
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Subs.SubscribeWithRelay<FlammableComponent, ExtinguishEvent>(OnExtinguishEvent);
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SubscribeLocalEvent<IgniteOnCollideComponent, StartCollideEvent>(IgniteOnCollide);
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SubscribeLocalEvent<IgniteOnCollideComponent, LandEvent>(OnIgniteLand);
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SubscribeLocalEvent<IgniteOnMeleeHitComponent, MeleeHitEvent>(OnMeleeHit);
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SubscribeLocalEvent<ExtinguishOnInteractComponent, ActivateInWorldEvent>(OnExtinguishActivateInWorld);
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SubscribeLocalEvent<IgniteOnHeatDamageComponent, DamageChangedEvent>(OnDamageChanged);
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}
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private void OnExtinguishEvent(Entity<FlammableComponent> ent, ref ExtinguishEvent args)
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{
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// You know I'm really not sure if having AdjustFireStacks *after* Extinguish,
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// but I'm just moving this code, not questioning it.
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Extinguish(ent, ent.Comp);
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AdjustFireStacks(ent, args.FireStacksAdjustment, ent.Comp);
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}
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private void OnMeleeHit(EntityUid uid, IgniteOnMeleeHitComponent component, MeleeHitEvent args)
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{
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foreach (var entity in args.HitEntities)
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{
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if (!TryComp<FlammableComponent>(entity, out var flammable))
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continue;
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AdjustFireStacks(entity, component.FireStacks, flammable);
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if (component.FireStacks >= 0)
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Ignite(entity, args.Weapon, flammable, args.User);
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}
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}
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private void OnIgniteLand(EntityUid uid, IgniteOnCollideComponent component, ref LandEvent args)
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{
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RemCompDeferred<IgniteOnCollideComponent>(uid);
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}
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private void IgniteOnCollide(EntityUid uid, IgniteOnCollideComponent component, ref StartCollideEvent args)
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{
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if (!args.OtherFixture.Hard || component.Count == 0)
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return;
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var otherEnt = args.OtherEntity;
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if (!TryComp(otherEnt, out FlammableComponent? flammable))
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return;
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//Only ignite when the colliding fixture is projectile or ignition.
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if (args.OurFixtureId != component.FixtureId && args.OurFixtureId != SharedProjectileSystem.ProjectileFixture)
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{
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return;
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}
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flammable.FireStacks += component.FireStacks;
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Ignite(otherEnt, uid, flammable);
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component.Count--;
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if (component.Count == 0)
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RemCompDeferred<IgniteOnCollideComponent>(uid);
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}
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private void OnMapInit(EntityUid uid, FlammableComponent component, MapInitEvent args)
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{
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component.NextUpdate = _timing.CurTime + UpdateTime;
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// Sets up a fixture for flammable collisions.
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// TODO: Should this be generalized into a general non-hard 'effects' fixture or something? I can't think of other use cases for it.
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// This doesn't seem great either (lots more collisions generated) but there isn't a better way to solve it either that I can think of.
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if (!TryComp<PhysicsComponent>(uid, out var body))
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return;
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_fixture.TryCreateFixture(uid, component.FlammableCollisionShape, component.FlammableFixtureID, density: 0,
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hard: false, collisionMask: (int)CollisionGroup.FullTileLayer, body: body);
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}
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private void OnInteractUsing(EntityUid uid, FlammableComponent flammable, InteractUsingEvent args)
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{
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if (args.Handled)
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return;
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var isHotEvent = new IsHotEvent();
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RaiseLocalEvent(args.Used, isHotEvent);
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if (!isHotEvent.IsHot)
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return;
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Ignite(uid, args.Used, flammable, args.User);
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args.Handled = true;
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}
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private void OnExtinguishActivateInWorld(EntityUid uid, ExtinguishOnInteractComponent component, ActivateInWorldEvent args)
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{
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if (args.Handled || !args.Complex)
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return;
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if (!TryComp(uid, out FlammableComponent? flammable))
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return;
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if (!flammable.OnFire)
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return;
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args.Handled = true;
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if (!TryComp(uid, out UseDelayComponent? useDelay) || !_useDelay.TryResetDelay((uid, useDelay), true))
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return;
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_audio.PlayPvs(component.ExtinguishAttemptSound, uid);
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if (_random.Prob(component.Probability))
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{
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AdjustFireStacks(uid, component.StackDelta, flammable);
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}
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else
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{
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_popup.PopupEntity(Loc.GetString(component.ExtinguishFailed), uid);
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}
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}
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private void OnCollide(EntityUid uid, FlammableComponent flammable, ref StartCollideEvent args)
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{
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var otherUid = args.OtherEntity;
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// Collisions cause events to get raised directed at both entities. We only want to handle this collision
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// once, hence the uid check.
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if (otherUid.Id < uid.Id)
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return;
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// Normal hard collisions, though this isn't generally possible since most flammable things are mobs
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// which don't collide with one another, shouldn't work here.
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if (args.OtherFixtureId != flammable.FlammableFixtureID && args.OurFixtureId != flammable.FlammableFixtureID)
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return;
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if (!flammable.FireSpread)
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return;
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if (!TryComp(otherUid, out FlammableComponent? otherFlammable) || !otherFlammable.FireSpread)
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return;
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if (!flammable.OnFire && !otherFlammable.OnFire)
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return; // Neither are on fire
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// Both are on fire -> equalize fire stacks.
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// Weight each thing's firestacks by its mass
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var mass1 = 1f;
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var mass2 = 1f;
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if (_physicsQuery.TryComp(uid, out var physics) && _physicsQuery.TryComp(otherUid, out var otherPhys))
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{
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mass1 = physics.Mass;
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mass2 = otherPhys.Mass;
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}
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// Get the average of both entity's firestacks * mass
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// Then for each entity, we divide the average by their mass and set their firestacks to that value
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// An entity with a higher mass will lose some fire and transfer it to the one with lower mass.
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var avg = (flammable.FireStacks * mass1 + otherFlammable.FireStacks * mass2) / 2f;
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// bring each entity to the same firestack mass, firestack amount is scaled by the inverse of the entity's mass
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SetFireStacks(uid, avg / mass1, flammable, ignite: true);
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SetFireStacks(otherUid, avg / mass2, otherFlammable, ignite: true);
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}
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private void OnIsHot(EntityUid uid, FlammableComponent flammable, IsHotEvent args)
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{
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args.IsHot = flammable.OnFire;
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}
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private void OnTileFire(Entity<FlammableComponent> ent, ref TileFireEvent args)
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{
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var tempDelta = args.Temperature - ent.Comp.MinIgnitionTemperature;
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_fireEvents.TryGetValue(ent, out var maxTemp);
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if (tempDelta > maxTemp)
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_fireEvents[ent] = tempDelta;
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}
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private void OnRejuvenate(EntityUid uid, FlammableComponent component, RejuvenateEvent args)
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{
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Extinguish(uid, component);
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}
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private void OnResistFireAlert(Entity<FlammableComponent> ent, ref ResistFireAlertEvent args)
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{
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if (args.Handled)
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return;
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Resist(ent, ent);
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args.Handled = true;
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}
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public void UpdateAppearance(EntityUid uid, FlammableComponent? flammable = null, AppearanceComponent? appearance = null)
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{
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if (!Resolve(uid, ref flammable, ref appearance))
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return;
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_appearance.SetData(uid, FireVisuals.OnFire, flammable.OnFire, appearance);
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_appearance.SetData(uid, FireVisuals.FireStacks, flammable.FireStacks, appearance);
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// Also enable toggleable-light visuals
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// This is intended so that matches & candles can re-use code for un-shaded layers on in-hand sprites.
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// However, this could cause conflicts if something is ACTUALLY both a toggleable light and flammable.
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// if that ever happens, then fire visuals will need to implement their own in-hand sprite management.
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_appearance.SetData(uid, ToggleableVisuals.Enabled, flammable.OnFire, appearance);
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}
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public void AdjustFireStacks(EntityUid uid, float relativeFireStacks, FlammableComponent? flammable = null, bool ignite = false)
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{
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if (!Resolve(uid, ref flammable))
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return;
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SetFireStacks(uid, flammable.FireStacks + relativeFireStacks, flammable, ignite);
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}
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public void SetFireStacks(EntityUid uid, float stacks, FlammableComponent? flammable = null, bool ignite = false)
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{
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if (!Resolve(uid, ref flammable))
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return;
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flammable.FireStacks = MathF.Min(MathF.Max(flammable.MinimumFireStacks, stacks), flammable.MaximumFireStacks);
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if (flammable.FireStacks <= 0)
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{
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Extinguish(uid, flammable);
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}
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else
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{
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flammable.OnFire |= ignite;
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UpdateAppearance(uid, flammable);
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}
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}
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public void Extinguish(EntityUid uid, FlammableComponent? flammable = null)
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{
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if (!Resolve(uid, ref flammable))
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return;
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if (!flammable.OnFire || !flammable.CanExtinguish)
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return;
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_adminLogger.Add(LogType.Flammable, $"{ToPrettyString(uid):entity} stopped being on fire damage");
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flammable.OnFire = false;
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flammable.FireStacks = 0;
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_ignitionSourceSystem.SetIgnited(uid, false);
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var extinguished = new ExtinguishedEvent();
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RaiseLocalEvent(uid, ref extinguished);
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UpdateAppearance(uid, flammable);
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}
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public void Ignite(EntityUid uid, EntityUid ignitionSource, FlammableComponent? flammable = null,
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EntityUid? ignitionSourceUser = null)
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{
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if (!Resolve(uid, ref flammable))
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return;
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if (flammable.AlwaysCombustible)
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{
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flammable.FireStacks = Math.Max(flammable.FirestacksOnIgnite, flammable.FireStacks);
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}
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if (flammable.FireStacks > 0 && !flammable.OnFire)
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{
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if (ignitionSourceUser != null)
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_adminLogger.Add(LogType.Flammable, $"{ToPrettyString(uid):target} set on fire by {ToPrettyString(ignitionSourceUser.Value):actor} with {ToPrettyString(ignitionSource):tool}");
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else
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_adminLogger.Add(LogType.Flammable, $"{ToPrettyString(uid):target} set on fire by {ToPrettyString(ignitionSource):actor}");
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flammable.OnFire = true;
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var extinguished = new IgnitedEvent();
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RaiseLocalEvent(uid, ref extinguished);
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}
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UpdateAppearance(uid, flammable);
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}
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private void OnDamageChanged(EntityUid uid, IgniteOnHeatDamageComponent component, DamageChangedEvent args)
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{
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// Make sure the entity is flammable
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if (!TryComp<FlammableComponent>(uid, out var flammable))
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return;
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// Make sure the damage delta isn't null
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if (args.DamageDelta == null)
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return;
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// Check if its' taken any heat damage, and give the value
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if (args.DamageDelta.DamageDict.TryGetValue("Heat", out FixedPoint2 value))
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{
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// Make sure the value is greater than the threshold
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if (value <= component.Threshold)
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return;
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// Ignite that sucker
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flammable.FireStacks += component.FireStacks;
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Ignite(uid, uid, flammable);
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}
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}
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public void Resist(EntityUid uid,
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FlammableComponent? flammable = null)
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{
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if (!Resolve(uid, ref flammable))
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return;
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if (!flammable.OnFire || flammable.Resisting || !_actionBlockerSystem.CanInteract(uid, null))
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return;
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flammable.ResistCompleteTime = _timing.CurTime + flammable.ResistTime;
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_popup.PopupEntity(Loc.GetString("flammable-component-resist-message"), uid, uid);
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_stunSystem.TryUpdateParalyzeDuration(uid, flammable.ResistTime);
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}
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public override void Update(float frameTime)
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{
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// process all fire events
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foreach (var (flammable, deltaTemp) in _fireEvents)
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{
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// 100 -> 1, 200 -> 2, 400 -> 3...
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var fireStackMod = Math.Max(MathF.Log2(deltaTemp / 100) + 1, 0);
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var fireStackDelta = fireStackMod - flammable.Comp.FireStacks;
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var flammableEntity = flammable.Owner;
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if (fireStackDelta > 0)
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{
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AdjustFireStacks(flammableEntity, fireStackDelta, flammable);
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}
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Ignite(flammableEntity, flammableEntity, flammable);
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}
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_fireEvents.Clear();
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var curTime = _timing.CurTime;
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// TODO: This needs cleanup to take off the crust from TemperatureComponent and shit.
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var query = EntityQueryEnumerator<FlammableComponent, TransformComponent>();
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while (query.MoveNext(out var uid, out var flammable, out _))
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{
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if (curTime < flammable.NextUpdate)
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continue;
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flammable.NextUpdate += UpdateTime;
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// Check if we finished resisting.
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if (curTime > flammable.ResistCompleteTime)
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flammable.ResistCompleteTime = null;
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// Slowly dry ourselves off if wet.
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if (flammable.FireStacks < 0)
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{
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flammable.FireStacks = MathF.Min(0, flammable.FireStacks + 1);
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}
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if (!flammable.OnFire)
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{
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_alertsSystem.ClearAlert(uid, flammable.FireAlert);
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continue;
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}
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_alertsSystem.ShowAlert(uid, flammable.FireAlert);
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if (flammable.FireStacks > 0)
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{
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var air = _atmosphereSystem.GetContainingMixture(uid);
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// If we're in an oxygenless environment, put the fire out.
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if (air == null || air.GetMoles(Gas.Oxygen) < 1f)
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{
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Extinguish(uid, flammable);
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continue;
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}
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var source = EnsureComp<IgnitionSourceComponent>(uid);
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_ignitionSourceSystem.SetIgnited((uid, source));
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if (TryComp(uid, out TemperatureComponent? temp))
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_temperatureSystem.ChangeHeat(uid, 12500 * flammable.FireStacks, false, temp);
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var ev = new GetFireProtectionEvent();
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// let the thing on fire handle it
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RaiseLocalEvent(uid, ref ev);
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// and whatever it's wearing
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if (_inventoryQuery.TryComp(uid, out var inv))
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_inventory.RelayEvent((uid, inv), ref ev);
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_damageableSystem.TryChangeDamage(uid, flammable.Damage * flammable.FireStacks * ev.Multiplier, interruptsDoAfters: false);
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AdjustFireStacks(uid, flammable.FirestackFade * (flammable.Resisting ? 15f : 1f), flammable, flammable.OnFire);
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}
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else
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{
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Extinguish(uid, flammable);
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}
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}
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}
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}
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}
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