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- using Content.Server.Atmos.EntitySystems;
- using Content.Server.Xenoarchaeology.XenoArtifacts.Triggers.Components;
- using Content.Shared.Interaction;
- using Content.Shared.Temperature;
- using Content.Shared.Weapons.Melee.Events;
- namespace Content.Server.Xenoarchaeology.XenoArtifacts.Triggers.Systems;
- public sealed class ArtifactHeatTriggerSystem : EntitySystem
- {
- [Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
- [Dependency] private readonly ArtifactSystem _artifactSystem = default!;
- public override void Initialize()
- {
- base.Initialize();
- SubscribeLocalEvent<ArtifactHeatTriggerComponent, AttackedEvent>(OnAttacked);
- SubscribeLocalEvent<ArtifactHeatTriggerComponent, InteractUsingEvent>(OnUsing);
- }
- public override void Update(float frameTime)
- {
- base.Update(frameTime);
- List<Entity<ArtifactComponent>> toUpdate = new();
- var query = EntityQueryEnumerator<ArtifactHeatTriggerComponent, TransformComponent, ArtifactComponent>();
- while (query.MoveNext(out var uid, out var trigger, out var transform, out var artifact))
- {
- var environment = _atmosphereSystem.GetTileMixture((uid, transform));
- if (environment == null)
- continue;
- if (environment.Temperature < trigger.ActivationTemperature)
- continue;
- toUpdate.Add((uid, artifact));
- }
- foreach (var a in toUpdate)
- {
- _artifactSystem.TryActivateArtifact(a, null, a);
- }
- }
- private void OnAttacked(EntityUid uid, ArtifactHeatTriggerComponent component, AttackedEvent args)
- {
- if (!component.ActivateHotItems || !CheckHot(args.Used))
- return;
- _artifactSystem.TryActivateArtifact(uid, args.User);
- }
- private void OnUsing(EntityUid uid, ArtifactHeatTriggerComponent component, InteractUsingEvent args)
- {
- if (args.Handled)
- return;
- if (!component.ActivateHotItems || !CheckHot(args.Used))
- return;
- args.Handled = _artifactSystem.TryActivateArtifact(uid, args.User);
- }
- private bool CheckHot(EntityUid usedUid)
- {
- var hotEvent = new IsHotEvent();
- RaiseLocalEvent(usedUid, hotEvent);
- return hotEvent.IsHot;
- }
- }
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