Files
Delta-v/Content.Server/Atmos/EntitySystems/FlammableSystem.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146)

* Optimize sensor monitoring window graph drawing

* Add shared static Vector2 pool for all GraphView instances

* Address requested changes

* remove lock

* Update submodule to 264.0.0 (#38629)

* Toy/Plushie Inhands and Wearables (#38514)

* Fixed dependency injection and some other issues in a few places.

* More issue fixes

* patchfor broken NetworkConfiguratorLinkMenu (#38632)

fix

* Fix solutions flickering when transferring contents (#34838)

* Use Solution clones when applying SolutionComponent states

* Revert "Use Solution clones when applying SolutionComponent states"

This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62.

* Make Solution implement ICloneable and rename Clone method.

* Copy CanReact value when cloning a Solution

* Convert to IRobustCloneable

* Fix typos in guidebook: Buisness → Business (#38636)

* Fix typo in `MinorAntagonists.xml`

Buisness → Business

* Fix typo in `YourFirstCharacter.xml`

Buisness → Business

* Various Headphones Fixes and Tweaks (#38479)

* sprites, wearables

* neck

* icon-on sprite

* Cleanup prototype instantiation in `DamageTest` (#38639)

Cleanup prototype instantiation in DamageTest

* Cleanup prototype instantiation in `ExplosionSystem` (#38642)

Cleanup prototype instantiation in ExplosionSystem

* AddBodyPartCommand localization. (#38612)

commit

* fix ItemSlotsSystem debug assert (#38655)

* Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536)

* Added directional beacons (#38284)

* Added directional beacons

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Fixed names

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Power stat and nuke codes commands get some LEC love. (#38585)

* commit

* requested changes.

* Dsay Dirty and Follow commands converted to LEC and localized. (#38666)

* commit

* whoopwhoopwhoop

* Retro laser sprite fix (#38676)

* Fixed everything except the icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fixed icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fix water coolers (#38681)

* Monochromacy typo fix (#38686)

* fixes the typo

* Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Validate `CloningSettingsPrototype`s (#38688)

* Validate CloningSettingsPrototypes

* Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Check EventComponents too

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Add test of objective-related console commands (#36400)

* Add test of objective add/list/remove commands

* Not sure why we're validating test prototypes, but sure

* We don't need a map

* Improvements and fixups for New Status Effect API (#38660)

* Predict healing and bloodstream (#38690)

* initial commit

* reapply 38126

* fix rootable

* someone missed an important minus sign here

* try this

* fix

* fix

* reenable crit hits

* cleanup

* fix status time dirtying

* fix

* camelCase

* Healing and bloodstream prediction fixes.

* Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661)

* Resolving Wizard Recall on Nuke disk making it impossible to disarm
- Adding a DisarmBomb case to nuke status update loop
- Changing a few methods and parameters to properly follow formatting standards
- Updating some names to follow camelCase

* Updating missed tag

* Reverting DataField change

Should prevent this preventative bugfix being a breaking change.

* Switch HSV to the default colorspace for character customization (#38434)

* Made HSV default for character editor

* Adds/fixes comments to HSV defaulting

* Added dropbox fix, potentially cursed

* Revert "Added dropbox fix, potentially cursed"

This reverts commit a709883366fbee813e839742125e70844672af29.

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Fix: Don't deploy foldables when clicking on items inside containers (#38709)

* Fix

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Pressure Relief Valve (#36708)

* initial system (this math is probably WRONG)

* General code cleanup and OnExamined support
(holy moly this code sucks)

* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...

* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.

* Remove one TODO for unshitcoding the examine code

* Add reminder
yea

* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)

* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.

* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields

* Implement DirtyField prediction

* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.

Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.

* More cleanup and comments

* Remove TODO comment on bulldozing window title

* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).

* Add visuals

* Revert debugging variable replacememt
yea

* Revert skissue

* Remove unused using directives and remove TODO

* Localize, cleanup, document

* Fix adminlogging discrepancy

* Add ability to construct, add guidebook entry

* Clear up comment

* Add guidebook tooltip to valve

* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor

* Adds more input handling and adds autofill on open

* Un-deepfry input validator shitcode
Genuinely what was I smoking

* improve visuals logic

* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs

* I'm sorry but I hate warnings

* Remove unused using directive in AtmosphereSystem.Gases.cs

* Review and cleanup

* Lukewarm UI glossup

* Maintainer for the upstream project btw

* Remove redundant state sets and messy logic

* Unduplicate valve updater code

* Redo UI (im sorry Slarti)

* run tests

* Test refactored UI messaging

* Second round of UI improvements
- God please find a way to improve this system. Feels bad.

* Update loop implementation

* Further predict UI

* Clear up SetToCurrentThreshold

* cleanup

* Update to master + pipe layers and bug fixes
want to run tests

* fixes

* Deploy rename pipebomb

* Documentation and requested changes

* Rename the method that wiggled away

* Undo rounding changes

* Fix comment

* Rename and cleanup

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Fix TextLinkTag (#32203)

* Adjust uplink buy button to be under item icon (#38596)

* Adjusted uplink buy button to be under item icon

* Put the discount subtext under the icon

* Indent fixes, added margin

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Scurrets - Audio Improvements (#38482)

* Scurret audio tuning

* Add new sfx

* Update sneezing sfx

* YAML support

* Rename a folder

* make telesci wreck easier (#37569)

rel

* Validate `ShaderPrototype` IDs (#38728)

* Convert all shader prototype string literals to protoids in overlays

* Convert more shader prototype literal strings to protoids

* Convert ValidatePrototypeId to ProtoId

* Later

* [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664)

* fixed

* clean up

* orks fix smart

* review fix 1

* more requested changes

* less cursed

* more descriptive description

* better wording

* Tiny Tiny Cleanup of the EyeClosingSystem. (#38734)

Update EyeClosingSystem.cs

* Fix human skin tone distribution (#38701)

* fix: Use PredictedQueueDel for gib spell (#38729)

* fix: don't default to uncharged sprite state for cells (#38730)

* Fix Hristov description - remove inaccurate technical specs (#38746)

- Removes inaccurate 'armor piercing 14.5mm shells' reference
- Replaces it with a more funny description, matching the style of the other snipers and guns
- Keeps ammunition type '.60 anti-materiel ammo' specification
- Fixes issue #38590

Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br>

* feat: allow mopping evaporating puddles (#38743)

* Validate remaining `ProtoId` strings (#38747)

Validate remaining ProtoId strings

* Validate `ProtoId`s in tests (#38745)

* Convert string literals to protoids in Content.Tests

* Convert string literals to protoids or consts in Content.IntegrationTests

* Fix linter failures
Tricksy static using misled me

* Cleanup warning in StomachSystem (#38748)

you did not see this

* Vox scars (#38592)

* Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl

* Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl"

This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15.

* locale key fix

* Changed top surgery scar names to be more generalized

* Adjusted face scars

* Formatting fixes

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* UnlockNode command to LEC. (#38751)

* commit

* Update UnlockNodeCommand.cs

* commit

* move command locale to its own file.

* Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Typofixes for figurine dialogue (#38737)

* Typofixes for figurine dialogue

* Forgot two

* Janitor Tool: Wire Brush (#38667)

* Wow! It's -brush-

* spacing.

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* fixed changes

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Minor escape menu UX improvements (#38650)

* fix: spellbooks can have infinite charges (#38376)

* fix: spellbooks can have infinite charges

* refactor: indicate infinite spellbook charges with null

Not sure if I like this much better...
2025-11-06 18:22:39 +00:00

486 lines
20 KiB
C#

using Content.Server.Administration.Logs;
using Content.Server.Atmos.Components;
using Content.Server.Stunnable;
using Content.Server.Temperature.Components;
using Content.Server.Temperature.Systems;
using Content.Server.Damage.Components;
using Content.Shared.ActionBlocker;
using Content.Shared.Alert;
using Content.Shared.Atmos;
using Content.Shared.Atmos.Components;
using Content.Shared.Damage;
using Content.Shared.Database;
using Content.Shared.IgnitionSource;
using Content.Shared.Interaction;
using Content.Shared.Inventory;
using Content.Shared.Physics;
using Content.Shared.Popups;
using Content.Shared.Projectiles;
using Content.Shared.Rejuvenate;
using Content.Shared.Temperature;
using Content.Shared.Throwing;
using Content.Shared.Timing;
using Content.Shared.Toggleable;
using Content.Shared.Weapons.Melee.Events;
using Content.Shared.FixedPoint;
using Content.Shared.Hands;
using Robust.Server.Audio;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Events;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Random;
namespace Content.Server.Atmos.EntitySystems
{
public sealed class FlammableSystem : EntitySystem
{
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
[Dependency] private readonly StunSystem _stunSystem = default!;
[Dependency] private readonly TemperatureSystem _temperatureSystem = default!;
[Dependency] private readonly SharedIgnitionSourceSystem _ignitionSourceSystem = default!;
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
[Dependency] private readonly AlertsSystem _alertsSystem = default!;
[Dependency] private readonly FixtureSystem _fixture = default!;
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly UseDelaySystem _useDelay = default!;
[Dependency] private readonly AudioSystem _audio = default!;
[Dependency] private readonly IRobustRandom _random = default!;
private EntityQuery<InventoryComponent> _inventoryQuery;
private EntityQuery<PhysicsComponent> _physicsQuery;
// This should probably be moved to the component, requires a rewrite, all fires tick at the same time
private const float UpdateTime = 1f;
private float _timer;
private readonly Dictionary<Entity<FlammableComponent>, float> _fireEvents = new();
public override void Initialize()
{
UpdatesAfter.Add(typeof(AtmosphereSystem));
_inventoryQuery = GetEntityQuery<InventoryComponent>();
_physicsQuery = GetEntityQuery<PhysicsComponent>();
SubscribeLocalEvent<FlammableComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<FlammableComponent, InteractUsingEvent>(OnInteractUsing);
SubscribeLocalEvent<FlammableComponent, StartCollideEvent>(OnCollide);
SubscribeLocalEvent<FlammableComponent, IsHotEvent>(OnIsHot);
SubscribeLocalEvent<FlammableComponent, TileFireEvent>(OnTileFire);
SubscribeLocalEvent<FlammableComponent, RejuvenateEvent>(OnRejuvenate);
SubscribeLocalEvent<FlammableComponent, ResistFireAlertEvent>(OnResistFireAlert);
Subs.SubscribeWithRelay<FlammableComponent, ExtinguishEvent>(OnExtinguishEvent);
SubscribeLocalEvent<IgniteOnCollideComponent, StartCollideEvent>(IgniteOnCollide);
SubscribeLocalEvent<IgniteOnCollideComponent, LandEvent>(OnIgniteLand);
SubscribeLocalEvent<IgniteOnMeleeHitComponent, MeleeHitEvent>(OnMeleeHit);
SubscribeLocalEvent<ExtinguishOnInteractComponent, ActivateInWorldEvent>(OnExtinguishActivateInWorld);
SubscribeLocalEvent<IgniteOnHeatDamageComponent, DamageChangedEvent>(OnDamageChanged);
}
private void OnExtinguishEvent(Entity<FlammableComponent> ent, ref ExtinguishEvent args)
{
// You know I'm really not sure if having AdjustFireStacks *after* Extinguish,
// but I'm just moving this code, not questioning it.
Extinguish(ent, ent.Comp);
AdjustFireStacks(ent, args.FireStacksAdjustment, ent.Comp);
}
private void OnMeleeHit(EntityUid uid, IgniteOnMeleeHitComponent component, MeleeHitEvent args)
{
foreach (var entity in args.HitEntities)
{
if (!TryComp<FlammableComponent>(entity, out var flammable))
continue;
AdjustFireStacks(entity, component.FireStacks, flammable);
if (component.FireStacks >= 0)
Ignite(entity, args.Weapon, flammable, args.User);
}
}
private void OnIgniteLand(EntityUid uid, IgniteOnCollideComponent component, ref LandEvent args)
{
RemCompDeferred<IgniteOnCollideComponent>(uid);
}
private void IgniteOnCollide(EntityUid uid, IgniteOnCollideComponent component, ref StartCollideEvent args)
{
if (!args.OtherFixture.Hard || component.Count == 0)
return;
var otherEnt = args.OtherEntity;
if (!TryComp(otherEnt, out FlammableComponent? flammable))
return;
//Only ignite when the colliding fixture is projectile or ignition.
if (args.OurFixtureId != component.FixtureId && args.OurFixtureId != SharedProjectileSystem.ProjectileFixture)
{
return;
}
flammable.FireStacks += component.FireStacks;
Ignite(otherEnt, uid, flammable);
component.Count--;
if (component.Count == 0)
RemCompDeferred<IgniteOnCollideComponent>(uid);
}
private void OnMapInit(EntityUid uid, FlammableComponent component, MapInitEvent args)
{
// Sets up a fixture for flammable collisions.
// TODO: Should this be generalized into a general non-hard 'effects' fixture or something? I can't think of other use cases for it.
// 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.
if (!TryComp<PhysicsComponent>(uid, out var body))
return;
_fixture.TryCreateFixture(uid, component.FlammableCollisionShape, component.FlammableFixtureID, hard: false,
collisionMask: (int) CollisionGroup.FullTileLayer, body: body);
}
private void OnInteractUsing(EntityUid uid, FlammableComponent flammable, InteractUsingEvent args)
{
if (args.Handled)
return;
var isHotEvent = new IsHotEvent();
RaiseLocalEvent(args.Used, isHotEvent);
if (!isHotEvent.IsHot)
return;
Ignite(uid, args.Used, flammable, args.User);
args.Handled = true;
}
private void OnExtinguishActivateInWorld(EntityUid uid, ExtinguishOnInteractComponent component, ActivateInWorldEvent args)
{
if (args.Handled || !args.Complex)
return;
if (!TryComp(uid, out FlammableComponent? flammable))
return;
if (!flammable.OnFire)
return;
args.Handled = true;
if (!TryComp(uid, out UseDelayComponent? useDelay) || !_useDelay.TryResetDelay((uid, useDelay), true))
return;
_audio.PlayPvs(component.ExtinguishAttemptSound, uid);
if (_random.Prob(component.Probability))
{
AdjustFireStacks(uid, component.StackDelta, flammable);
}
else
{
_popup.PopupEntity(Loc.GetString(component.ExtinguishFailed), uid);
}
}
private void OnCollide(EntityUid uid, FlammableComponent flammable, ref StartCollideEvent args)
{
var otherUid = args.OtherEntity;
// Collisions cause events to get raised directed at both entities. We only want to handle this collision
// once, hence the uid check.
if (otherUid.Id < uid.Id)
return;
// Normal hard collisions, though this isn't generally possible since most flammable things are mobs
// which don't collide with one another, shouldn't work here.
if (args.OtherFixtureId != flammable.FlammableFixtureID && args.OurFixtureId != flammable.FlammableFixtureID)
return;
if (!flammable.FireSpread)
return;
if (!TryComp(otherUid, out FlammableComponent? otherFlammable) || !otherFlammable.FireSpread)
return;
if (!flammable.OnFire && !otherFlammable.OnFire)
return; // Neither are on fire
// Both are on fire -> equalize fire stacks.
// Weight each thing's firestacks by its mass
var mass1 = 1f;
var mass2 = 1f;
if (_physicsQuery.TryComp(uid, out var physics) && _physicsQuery.TryComp(otherUid, out var otherPhys))
{
mass1 = physics.Mass;
mass2 = otherPhys.Mass;
}
// when the thing on fire is more massive than the other, the following happens:
// - the thing on fire loses a small number of firestacks
// - the other thing gains a large number of firestacks
// so a person on fire engulfs a mouse, but an engulfed mouse barely does anything to a person
var total = mass1 + mass2;
var avg = (flammable.FireStacks + otherFlammable.FireStacks) / total;
// swap the entity losing stacks depending on whichever has the most firestack kilos
var (src, dest) = flammable.FireStacks * mass1 > otherFlammable.FireStacks * mass2
? (-1f, 1f)
: (1f, -1f);
// bring each entity to the same firestack mass, firestacks being scaled by the other's mass
AdjustFireStacks(uid, src * avg * mass2, flammable, ignite: true);
AdjustFireStacks(otherUid, dest * avg * mass1, otherFlammable, ignite: true);
}
private void OnIsHot(EntityUid uid, FlammableComponent flammable, IsHotEvent args)
{
args.IsHot = flammable.OnFire;
}
private void OnTileFire(Entity<FlammableComponent> ent, ref TileFireEvent args)
{
var tempDelta = args.Temperature - ent.Comp.MinIgnitionTemperature;
_fireEvents.TryGetValue(ent, out var maxTemp);
if (tempDelta > maxTemp)
_fireEvents[ent] = tempDelta;
}
private void OnRejuvenate(EntityUid uid, FlammableComponent component, RejuvenateEvent args)
{
Extinguish(uid, component);
}
private void OnResistFireAlert(Entity<FlammableComponent> ent, ref ResistFireAlertEvent args)
{
if (args.Handled)
return;
Resist(ent, ent);
args.Handled = true;
}
public void UpdateAppearance(EntityUid uid, FlammableComponent? flammable = null, AppearanceComponent? appearance = null)
{
if (!Resolve(uid, ref flammable, ref appearance))
return;
_appearance.SetData(uid, FireVisuals.OnFire, flammable.OnFire, appearance);
_appearance.SetData(uid, FireVisuals.FireStacks, flammable.FireStacks, appearance);
// Also enable toggleable-light visuals
// This is intended so that matches & candles can re-use code for un-shaded layers on in-hand sprites.
// However, this could cause conflicts if something is ACTUALLY both a toggleable light and flammable.
// if that ever happens, then fire visuals will need to implement their own in-hand sprite management.
_appearance.SetData(uid, ToggleableVisuals.Enabled, flammable.OnFire, appearance);
}
public void AdjustFireStacks(EntityUid uid, float relativeFireStacks, FlammableComponent? flammable = null, bool ignite = false)
{
if (!Resolve(uid, ref flammable))
return;
SetFireStacks(uid, flammable.FireStacks + relativeFireStacks, flammable, ignite);
}
public void SetFireStacks(EntityUid uid, float stacks, FlammableComponent? flammable = null, bool ignite = false)
{
if (!Resolve(uid, ref flammable))
return;
flammable.FireStacks = MathF.Min(MathF.Max(flammable.MinimumFireStacks, stacks), flammable.MaximumFireStacks);
if (flammable.FireStacks <= 0)
{
Extinguish(uid, flammable);
}
else
{
flammable.OnFire |= ignite;
UpdateAppearance(uid, flammable);
}
}
public void Extinguish(EntityUid uid, FlammableComponent? flammable = null)
{
if (!Resolve(uid, ref flammable))
return;
if (!flammable.OnFire || !flammable.CanExtinguish)
return;
_adminLogger.Add(LogType.Flammable, $"{ToPrettyString(uid):entity} stopped being on fire damage");
flammable.OnFire = false;
flammable.FireStacks = 0;
_ignitionSourceSystem.SetIgnited(uid, false);
var extinguished = new ExtinguishedEvent();
RaiseLocalEvent(uid, ref extinguished);
UpdateAppearance(uid, flammable);
}
public void Ignite(EntityUid uid, EntityUid ignitionSource, FlammableComponent? flammable = null,
EntityUid? ignitionSourceUser = null)
{
if (!Resolve(uid, ref flammable))
return;
if (flammable.AlwaysCombustible)
{
flammable.FireStacks = Math.Max(flammable.FirestacksOnIgnite, flammable.FireStacks);
}
if (flammable.FireStacks > 0 && !flammable.OnFire)
{
if (ignitionSourceUser != null)
_adminLogger.Add(LogType.Flammable, $"{ToPrettyString(uid):target} set on fire by {ToPrettyString(ignitionSourceUser.Value):actor} with {ToPrettyString(ignitionSource):tool}");
else
_adminLogger.Add(LogType.Flammable, $"{ToPrettyString(uid):target} set on fire by {ToPrettyString(ignitionSource):actor}");
flammable.OnFire = true;
var extinguished = new IgnitedEvent();
RaiseLocalEvent(uid, ref extinguished);
}
UpdateAppearance(uid, flammable);
}
private void OnDamageChanged(EntityUid uid, IgniteOnHeatDamageComponent component, DamageChangedEvent args)
{
// Make sure the entity is flammable
if (!TryComp<FlammableComponent>(uid, out var flammable))
return;
// Make sure the damage delta isn't null
if (args.DamageDelta == null)
return;
// Check if its' taken any heat damage, and give the value
if (args.DamageDelta.DamageDict.TryGetValue("Heat", out FixedPoint2 value))
{
// Make sure the value is greater than the threshold
if(value <= component.Threshold)
return;
// Ignite that sucker
flammable.FireStacks += component.FireStacks;
Ignite(uid, uid, flammable);
}
}
public void Resist(EntityUid uid,
FlammableComponent? flammable = null)
{
if (!Resolve(uid, ref flammable))
return;
if (!flammable.OnFire || !_actionBlockerSystem.CanInteract(uid, null) || flammable.Resisting)
return;
flammable.Resisting = true;
_popup.PopupEntity(Loc.GetString("flammable-component-resist-message"), uid, uid);
_stunSystem.TryParalyze(uid, TimeSpan.FromSeconds(2f), true);
// TODO FLAMMABLE: Make this not use TimerComponent...
uid.SpawnTimer(2000, () =>
{
flammable.Resisting = false;
flammable.FireStacks -= 1f;
UpdateAppearance(uid, flammable);
});
}
public override void Update(float frameTime)
{
// process all fire events
foreach (var (flammable, deltaTemp) in _fireEvents)
{
// 100 -> 1, 200 -> 2, 400 -> 3...
var fireStackMod = Math.Max(MathF.Log2(deltaTemp / 100) + 1, 0);
var fireStackDelta = fireStackMod - flammable.Comp.FireStacks;
var flammableEntity = flammable.Owner;
if (fireStackDelta > 0)
{
AdjustFireStacks(flammableEntity, fireStackDelta, flammable);
}
Ignite(flammableEntity, flammableEntity, flammable);
}
_fireEvents.Clear();
_timer += frameTime;
if (_timer < UpdateTime)
return;
_timer -= UpdateTime;
// TODO: This needs cleanup to take off the crust from TemperatureComponent and shit.
var query = EntityQueryEnumerator<FlammableComponent, TransformComponent>();
while (query.MoveNext(out var uid, out var flammable, out _))
{
// Slowly dry ourselves off if wet.
if (flammable.FireStacks < 0)
{
flammable.FireStacks = MathF.Min(0, flammable.FireStacks + 1);
}
if (!flammable.OnFire)
{
_alertsSystem.ClearAlert(uid, flammable.FireAlert);
continue;
}
_alertsSystem.ShowAlert(uid, flammable.FireAlert);
if (flammable.FireStacks > 0)
{
var air = _atmosphereSystem.GetContainingMixture(uid);
// If we're in an oxygenless environment, put the fire out.
if (air == null || air.GetMoles(Gas.Oxygen) < 1f)
{
Extinguish(uid, flammable);
continue;
}
var source = EnsureComp<IgnitionSourceComponent>(uid);
_ignitionSourceSystem.SetIgnited((uid, source));
if (TryComp(uid, out TemperatureComponent? temp))
_temperatureSystem.ChangeHeat(uid, 12500 * flammable.FireStacks, false, temp);
var ev = new GetFireProtectionEvent();
// let the thing on fire handle it
RaiseLocalEvent(uid, ref ev);
// and whatever it's wearing
if (_inventoryQuery.TryComp(uid, out var inv))
_inventory.RelayEvent((uid, inv), ref ev);
_damageableSystem.TryChangeDamage(uid, flammable.Damage * flammable.FireStacks * ev.Multiplier, interruptsDoAfters: false);
AdjustFireStacks(uid, flammable.FirestackFade * (flammable.Resisting ? 10f : 1f), flammable, flammable.OnFire);
}
else
{
Extinguish(uid, flammable);
}
}
}
}
}