+using Content.Server.Atmos.Components;
using Content.Shared.Actions.Events;
+using Content.Shared.Atmos.Components;
+using Content.Shared.Atmos.EntitySystems;
+using Robust.Shared.Audio.Systems;
using Robust.Shared.Containers;
using Robust.Shared.Map;
-using Content.Server.Atmos.Components;
-using Content.Server.Atmos.EntitySystems;
-using Robust.Shared.Audio.Systems;
-using Content.Shared.Abilities.Firestarter;
+
+namespace Content.Server.Atmos.EntitySystems;
/// <summary>
/// Adds an action ability that will cause all flammable targets in a radius to ignite, also heals the owner
/// of the component when used.
/// </summary>
-namespace Content.Server.Abilities.Firestarter;
-
-public sealed class FirestarterSystem : EntitySystem
+public sealed class FirestarterSystem : SharedFirestarterSystem
{
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly FlammableSystem _flammable = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
+ private readonly HashSet<Entity<FlammableComponent>> _flammables = new();
+
public override void Initialize()
{
base.Initialize();
}
/// <summary>
- /// Checks Radius for igniting nearby flammable objects .
+ /// Checks Radius for igniting nearby flammable objects
/// </summary>
private void OnStartFire(EntityUid uid, FirestarterComponent component, FireStarterActionEvent args)
{
-
if (_container.IsEntityOrParentInContainer(uid))
return;
/// </summary>
public void IgniteNearby(EntityUid uid, EntityCoordinates coordinates, float severity, float radius)
{
- var flammables = new HashSet<Entity<FlammableComponent>>();
- _lookup.GetEntitiesInRange(coordinates, radius, flammables);
+ _flammables.Clear();
+ _lookup.GetEntitiesInRange(coordinates, radius, _flammables);
- foreach (var flammable in flammables)
+ foreach (var flammable in _flammables)
{
var ent = flammable.Owner;
var stackAmount = 2 + (int) (severity / 0.15f);
-using Robust.Shared.Prototypes;
+using Content.Shared.Atmos.EntitySystems;
using Robust.Shared.Audio;
-using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.GameStates;
+using Robust.Shared.Prototypes;
-namespace Content.Shared.Abilities.Firestarter;
+namespace Content.Shared.Atmos.Components;
/// <summary>
/// Lets its owner entity ignite flammables around it and also heal some damage.
/// <summary>
/// Radius of objects that will be ignited if flammable.
/// </summary>
- [DataField("ignitionRadius")]
+ [DataField]
public float IgnitionRadius = 4f;
/// <summary>
/// The action entity.
/// </summary>
- [DataField("fireStarterAction", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
- public string? FireStarterAction = "ActionFireStarter";
+ [DataField]
+ public EntProtoId? FireStarterAction = "ActionFireStarter";
- [DataField("fireStarterActionEntity")] public EntityUid? FireStarterActionEntity;
+ [DataField] public EntityUid? FireStarterActionEntity;
/// <summary>
/// Radius of objects that will be ignited if flammable.
/// </summary>
- [DataField("igniteSound")]
+ [DataField]
public SoundSpecifier IgniteSound = new SoundPathSpecifier("/Audio/Magic/rumble.ogg");
}
using Content.Shared.Actions;
+using Content.Shared.Atmos.Components;
-namespace Content.Shared.Abilities.Firestarter;
+namespace Content.Shared.Atmos.EntitySystems;
-public sealed class SharedFirestarterSystem : EntitySystem
+public abstract class SharedFirestarterSystem : EntitySystem
{
[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
private void OnComponentInit(EntityUid uid, FirestarterComponent component, ComponentInit args)
{
_actionsSystem.AddAction(uid, ref component.FireStarterActionEntity, component.FireStarterAction, uid);
+ Dirty(uid, component);
}
}