--- /dev/null
+using Content.Server.Atmos.EntitySystems;
+using Content.Shared.Trigger;
+using Content.Shared.Trigger.Components.Effects;
+
+namespace Content.Server.Trigger.Systems;
+
+/// <summary>
+/// Trigger system for setting something on fire.
+/// </summary>
+/// <seealso cref="IgniteOnTriggerSystem"/>
+public sealed class FlameStackOnTriggerSystem : EntitySystem
+{
+ [Dependency] private readonly FlammableSystem _flame = default!;
+
+ /// <inheritdoc/>
+ public override void Initialize()
+ {
+ base.Initialize();
+
+ SubscribeLocalEvent<FlameStackOnTriggerComponent, TriggerEvent>(OnTrigger);
+ }
+
+ private void OnTrigger(Entity<FlameStackOnTriggerComponent> ent, ref TriggerEvent args)
+ {
+ if (args.Key != null && !ent.Comp.KeysIn.Contains(args.Key))
+ return;
+
+ var target = ent.Comp.TargetUser ? args.User : ent.Owner;
+
+ if (target == null)
+ return;
+
+ _flame.AdjustFireStacks(target.Value, ent.Comp.FireStacks, ignite: ent.Comp.DoIgnite);
+
+ args.Handled = true;
+ }
+}
/// <summary>
/// Handles igniting when triggered and stopping ignition after the delay.
/// </summary>
+/// <seealso cref="FlameStackOnTriggerSystem"/>
public sealed class IgniteOnTriggerSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
--- /dev/null
+using Robust.Shared.GameStates;
+
+namespace Content.Shared.Trigger.Components.Effects;
+
+/// <summary>
+/// Adjusts fire stacks on trigger, optionally setting them on fire as well.
+/// Requires <see cref="FlammableComponent"/> to ignite the target.
+/// If TargetUser is true they will have their firestacks adjusted instead.
+/// </summary>
+/// <seealso cref="IgniteOnTriggerComponent"/>
+[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
+public sealed partial class FlameStackOnTriggerComponent : BaseXOnTriggerComponent
+{
+ /// <summary>
+ /// How many fire stacks to add or remove.
+ /// </summary>
+ [DataField, AutoNetworkedField]
+ public float FireStacks;
+
+ /// <summary>
+ /// If true, the target will be set on fire if it isn't already.
+ /// If false does nothing.
+ /// </summary>
+ [DataField, AutoNetworkedField]
+ public bool DoIgnite = true;
+}
/// Requires <see cref="IgnitionSourceComponent"/> along with triggering components.
/// The if TargetUser is true they will be ignited instead (they need IgnitionSourceComponent as well).
/// </summary>
+/// <seealso cref="FlameStackOnTriggerComponent"/>
[RegisterComponent, NetworkedComponent]
[AutoGenerateComponentState, AutoGenerateComponentPause]
public sealed partial class IgniteOnTriggerComponent : BaseXOnTriggerComponent