-namespace Content.Server.Atmos.Components
+using Content.Server.Atmos.EntitySystems;
+
+namespace Content.Server.Atmos.Components;
+
+[RegisterComponent, Access(typeof(FlammableSystem))]
+public sealed class IgniteOnCollideComponent : Component
{
- [RegisterComponent]
- public sealed class IgniteOnCollideComponent : Component
- {
- [DataField("fireStacks")]
- public float FireStacks { get; set; }
- }
+ /// <summary>
+ /// How many more times the ignition can be applied.
+ /// </summary>
+ [ViewVariables(VVAccess.ReadWrite), DataField("count")]
+ public int Count = 1;
+
+ [ViewVariables(VVAccess.ReadWrite), DataField("fireStacks")]
+ public float FireStacks;
}
using Content.Shared.Popups;
using Content.Shared.Rejuvenate;
using Content.Shared.Temperature;
+using Content.Shared.Throwing;
using Content.Shared.Weapons.Melee.Events;
using Robust.Server.GameObjects;
using Robust.Shared.Physics;
SubscribeLocalEvent<FlammableComponent, IsHotEvent>(OnIsHot);
SubscribeLocalEvent<FlammableComponent, TileFireEvent>(OnTileFire);
SubscribeLocalEvent<FlammableComponent, RejuvenateEvent>(OnRejuvenate);
+
SubscribeLocalEvent<IgniteOnCollideComponent, StartCollideEvent>(IgniteOnCollide);
+ SubscribeLocalEvent<IgniteOnCollideComponent, LandEvent>(OnIgniteLand);
+
SubscribeLocalEvent<IgniteOnMeleeHitComponent, MeleeHitEvent>(OnMeleeHit);
}
}
}
+ private void OnIgniteLand(EntityUid uid, IgniteOnCollideComponent component, ref LandEvent args)
+ {
+ RemCompDeferred<IgniteOnCollideComponent>(uid);
+ }
+
private void IgniteOnCollide(EntityUid uid, IgniteOnCollideComponent component, ref StartCollideEvent args)
{
- var otherFixture = args.OtherFixture.Body.Owner;
+ if (!args.OtherFixture.Hard || component.Count == 0)
+ return;
- if (!EntityManager.TryGetComponent(otherFixture, out FlammableComponent? flammable))
+ var otherEnt = args.OtherEntity;
+
+ if (!EntityManager.TryGetComponent(otherEnt, out FlammableComponent? flammable))
return;
flammable.FireStacks += component.FireStacks;
- Ignite(otherFixture, flammable);
+ Ignite(otherEnt, flammable);
+ component.Count--;
+
+ if (component.Count == 0)
+ RemCompDeferred<IgniteOnCollideComponent>(uid);
}
private void OnMapInit(EntityUid uid, FlammableComponent component, MapInitEvent args)
foreach (var (ent, shootable) in ammo)
{
// pneumatic cannon doesn't shoot bullets it just throws them, ignore ammo handling
- if (throwItems)
+ if (throwItems && ent != null)
{
- if (!HasComp<ProjectileComponent>(ent!.Value))
- {
- RemComp<AmmoComponent>(ent.Value);
- // TODO: Someone can probably yeet this a billion miles so need to pre-validate input somewhere up the call stack.
- ThrowingSystem.TryThrow(ent.Value, mapDirection, gun.ProjectileSpeed, user);
- continue;
- }
-
- ShootProjectile(ent.Value, mapDirection, gunVelocity, user, gun.ProjectileSpeed);
+ ShootOrThrow(ent.Value, mapDirection, gunVelocity, gun, user);
continue;
}
for (var i = 0; i < cartridge.Count; i++)
{
var uid = Spawn(cartridge.Prototype, fromEnt);
- ShootProjectile(uid, angles[i].ToVec(), gunVelocity, user, gun.ProjectileSpeed);
+ ShootOrThrow(uid, angles[i].ToVec(), gunVelocity, gun, user);
shotProjectiles.Add(uid);
}
}
else
{
var uid = Spawn(cartridge.Prototype, fromEnt);
- ShootProjectile(uid, mapDirection, gunVelocity, user, gun.ProjectileSpeed);
+ ShootOrThrow(uid, mapDirection, gunVelocity, gun, user);
shotProjectiles.Add(uid);
}
shotProjectiles.Add(ent!.Value);
MuzzleFlash(gunUid, newAmmo, user);
Audio.PlayPredicted(gun.SoundGunshot, gunUid, user);
-
- // Do a throw
- if (!HasComp<ProjectileComponent>(ent.Value))
- {
- RemComp<AmmoComponent>(ent.Value);
- // TODO: Someone can probably yeet this a billion miles so need to pre-validate input somewhere up the call stack.
- ThrowingSystem.TryThrow(ent.Value, mapDirection, gun.ProjectileSpeed, user);
- break;
- }
-
- ShootProjectile(ent.Value, mapDirection, gunVelocity, user, gun.ProjectileSpeed);
+ ShootOrThrow(ent.Value, mapDirection, gunVelocity, gun, user);
break;
case HitscanPrototype hitscan:
});
}
+ private void ShootOrThrow(EntityUid uid, Vector2 mapDirection, Vector2 gunVelocity, GunComponent gun, EntityUid? user)
+ {
+ // Do a throw
+ if (!HasComp<ProjectileComponent>(uid))
+ {
+ RemComp<AmmoComponent>(uid);
+ // TODO: Someone can probably yeet this a billion miles so need to pre-validate input somewhere up the call stack.
+ ThrowingSystem.TryThrow(uid, mapDirection, gun.ProjectileSpeed, user);
+ return;
+ }
+
+ ShootProjectile(uid, mapDirection, gunVelocity, user, gun.ProjectileSpeed);
+ }
+
public void ShootProjectile(EntityUid uid, Vector2 direction, Vector2 gunVelocity, EntityUid? user = null, float speed = 20f)
{
var physics = EnsureComp<PhysicsComponent>(uid);