Severely nerf fires and severely buff fire protection (#5396)

* Make fires do less damage

* Severely nerf fires and severely buff temperature protection

* fuck it, i'll nerf it so hard and we can buff it later if we decide

* new scaling func

* fix

* unused

* reviews + balance metabolism heat + reduce atmos air temp transfer efficiency

* little more balance

* just a wee bit more

* slight adjustment
This commit is contained in:
mirrorcult
2021-11-18 23:08:30 -07:00
committed by GitHub
parent a724292023
commit 07024f7c77
17 changed files with 179 additions and 84 deletions

View File

@@ -93,6 +93,7 @@ namespace Content.Client.Entry
"TilePrying", "TilePrying",
"RandomSpriteColor", "RandomSpriteColor",
"ConditionalSpawner", "ConditionalSpawner",
"TemperatureProtection",
"DamageOnToolInteract", "DamageOnToolInteract",
"ExaminableBattery", "ExaminableBattery",
"PottedPlantHide", "PottedPlantHide",

View File

@@ -1,4 +1,5 @@
using Content.Shared.Damage; using Content.Shared.Damage;
using Content.Shared.FixedPoint;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes; using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables; using Robust.Shared.ViewVariables;
@@ -19,6 +20,6 @@ namespace Content.Server.Atmos.Components
[DataField("maxDamage")] [DataField("maxDamage")]
[ViewVariables(VVAccess.ReadWrite)] [ViewVariables(VVAccess.ReadWrite)]
public int MaxDamage = 200; public FixedPoint2 MaxDamage = 200;
} }
} }

View File

@@ -31,9 +31,5 @@ namespace Content.Server.Atmos.Components
[ViewVariables(VVAccess.ReadWrite)] [ViewVariables(VVAccess.ReadWrite)]
[DataField("canResistFire")] [DataField("canResistFire")]
public bool CanResistFire { get; private set; } = false; public bool CanResistFire { get; private set; } = false;
[DataField("damage", required: true)]
[ViewVariables(VVAccess.ReadWrite)]
public DamageSpecifier Damage = default!;
} }
} }

View File

@@ -0,0 +1,17 @@
using Content.Shared.FixedPoint;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.Atmos.Components;
[RegisterComponent]
public class TemperatureProtectionComponent : Component
{
public override string Name => "TemperatureProtection";
/// <summary>
/// How much to multiply temperature deltas by.
/// </summary>
[DataField("coefficient")]
public float Coefficient = 1.0f;
}

View File

@@ -123,7 +123,7 @@ namespace Content.Server.Atmos.EntitySystems
if(pressure < Atmospherics.WarningHighPressure) if(pressure < Atmospherics.WarningHighPressure)
goto default; goto default;
var damageScale = (int) MathF.Min((pressure / Atmospherics.HazardHighPressure) * Atmospherics.PressureDamageCoefficient, Atmospherics.MaxHighPressureDamage); var damageScale = MathF.Min((pressure / Atmospherics.HazardHighPressure) * Atmospherics.PressureDamageCoefficient, Atmospherics.MaxHighPressureDamage);
// Deal damage and ignore resistances. Resistance to pressure damage should be done via pressure protection gear. // Deal damage and ignore resistances. Resistance to pressure damage should be done via pressure protection gear.
_damageableSystem.TryChangeDamage(uid, barotrauma.Damage * damageScale, true); _damageableSystem.TryChangeDamage(uid, barotrauma.Damage * damageScale, true);

View File

@@ -2,8 +2,6 @@ using System;
using Content.Server.Alert; using Content.Server.Alert;
using Content.Server.Atmos.Components; using Content.Server.Atmos.Components;
using Content.Server.Stunnable; using Content.Server.Stunnable;
using Content.Server.Stunnable.Components;
using Content.Server.Temperature.Components;
using Content.Server.Temperature.Systems; using Content.Server.Temperature.Systems;
using Content.Shared.ActionBlocker; using Content.Shared.ActionBlocker;
using Content.Shared.Alert; using Content.Shared.Alert;
@@ -11,7 +9,6 @@ using Content.Shared.Atmos;
using Content.Shared.Damage; using Content.Shared.Damage;
using Content.Shared.Interaction; using Content.Shared.Interaction;
using Content.Shared.Popups; using Content.Shared.Popups;
using Content.Shared.Stunnable;
using Content.Shared.Temperature; using Content.Shared.Temperature;
using Robust.Server.GameObjects; using Robust.Server.GameObjects;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
@@ -25,7 +22,6 @@ namespace Content.Server.Atmos.EntitySystems
internal sealed class FlammableSystem : EntitySystem internal sealed class FlammableSystem : EntitySystem
{ {
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!; [Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!; [Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
[Dependency] private readonly StunSystem _stunSystem = default!; [Dependency] private readonly StunSystem _stunSystem = default!;
[Dependency] private readonly TemperatureSystem _temperatureSystem = default!; [Dependency] private readonly TemperatureSystem _temperatureSystem = default!;
@@ -209,11 +205,7 @@ namespace Content.Server.Atmos.EntitySystems
if (flammable.FireStacks > 0) if (flammable.FireStacks > 0)
{ {
_temperatureSystem.ReceiveHeat(uid, 200 * flammable.FireStacks); _temperatureSystem.ChangeHeat(uid, 80000 * flammable.FireStacks);
// TODO ATMOS Fire resistance from armor
var damageScale = Math.Min((int) (flammable.FireStacks * 2.5f), 10);
_damageableSystem.TryChangeDamage(uid, flammable.Damage * damageScale);
AdjustFireStacks(uid, -0.1f * (flammable.Resisting ? 10f : 1f), flammable); AdjustFireStacks(uid, -0.1f * (flammable.Resisting ? 10f : 1f), flammable);
} }
else else

View File

@@ -240,25 +240,25 @@ namespace Content.Server.Body.Components
{ {
var temperatureSystem = EntitySystem.Get<TemperatureSystem>(); var temperatureSystem = EntitySystem.Get<TemperatureSystem>();
if (!Owner.TryGetComponent(out TemperatureComponent? temperatureComponent)) return; if (!Owner.TryGetComponent(out TemperatureComponent? temperatureComponent)) return;
temperatureSystem.ReceiveHeat(Owner.Uid, MetabolismHeat, temperatureComponent);
temperatureSystem.RemoveHeat(Owner.Uid, RadiatedHeat, temperatureComponent);
float totalMetabolismTempChange = MetabolismHeat - RadiatedHeat;
// implicit heat regulation // implicit heat regulation
var tempDiff = Math.Abs(temperatureComponent.CurrentTemperature - NormalBodyTemperature); var tempDiff = Math.Abs(temperatureComponent.CurrentTemperature - NormalBodyTemperature);
var targetHeat = tempDiff * temperatureComponent.HeatCapacity; var targetHeat = tempDiff * temperatureComponent.HeatCapacity;
if (temperatureComponent.CurrentTemperature > NormalBodyTemperature) if (temperatureComponent.CurrentTemperature > NormalBodyTemperature)
{ {
temperatureSystem.RemoveHeat(Owner.Uid, Math.Min(targetHeat, ImplicitHeatRegulation), temperatureComponent); totalMetabolismTempChange -= Math.Min(targetHeat, ImplicitHeatRegulation);
} }
else else
{ {
temperatureSystem.ReceiveHeat(Owner.Uid, Math.Min(targetHeat, ImplicitHeatRegulation), temperatureComponent); totalMetabolismTempChange += Math.Min(targetHeat, ImplicitHeatRegulation);
} }
// recalc difference and target heat // recalc difference and target heat
tempDiff = Math.Abs(temperatureComponent.CurrentTemperature - NormalBodyTemperature); tempDiff = Math.Abs(temperatureComponent.CurrentTemperature - NormalBodyTemperature);
targetHeat = tempDiff * temperatureComponent.HeatCapacity; targetHeat = tempDiff * temperatureComponent.HeatCapacity;
temperatureSystem.ChangeHeat(Owner.Uid, totalMetabolismTempChange, true, temperatureComponent);
// if body temperature is not within comfortable, thermal regulation // if body temperature is not within comfortable, thermal regulation
// processes starts // processes starts
if (tempDiff < ThermalRegulationTemperatureThreshold) if (tempDiff < ThermalRegulationTemperatureThreshold)
@@ -273,7 +273,6 @@ namespace Content.Server.Body.Components
return; return;
} }
var actionBlocker = EntitySystem.Get<ActionBlockerSystem>(); var actionBlocker = EntitySystem.Get<ActionBlockerSystem>();
if (temperatureComponent.CurrentTemperature > NormalBodyTemperature) if (temperatureComponent.CurrentTemperature > NormalBodyTemperature)
@@ -288,7 +287,7 @@ namespace Content.Server.Body.Components
// creadth: sweating does not help in airless environment // creadth: sweating does not help in airless environment
if (EntitySystem.Get<AtmosphereSystem>().GetTileMixture(Owner.Transform.Coordinates) is not {}) if (EntitySystem.Get<AtmosphereSystem>().GetTileMixture(Owner.Transform.Coordinates) is not {})
{ {
temperatureSystem.RemoveHeat(OwnerUid, Math.Min(targetHeat, SweatHeatRegulation), temperatureComponent); temperatureSystem.ChangeHeat(OwnerUid, -Math.Min(targetHeat, SweatHeatRegulation), true, temperatureComponent);
} }
} }
else else
@@ -300,7 +299,7 @@ namespace Content.Server.Body.Components
_isShivering = true; _isShivering = true;
} }
temperatureSystem.ReceiveHeat(OwnerUid, Math.Min(targetHeat, ShiveringHeatRegulation), temperatureComponent); temperatureSystem.ChangeHeat(OwnerUid, Math.Min(targetHeat, ShiveringHeatRegulation), true, temperatureComponent);
} }
} }

View File

@@ -1,6 +1,7 @@
using Content.Server.Atmos; using Content.Server.Atmos;
using Content.Server.Inventory.Components; using Content.Server.Inventory.Components;
using Content.Server.Items; using Content.Server.Items;
using Content.Server.Temperature.Systems;
using Content.Shared.Inventory; using Content.Shared.Inventory;
using Content.Shared.Slippery; using Content.Shared.Slippery;
using Content.Shared.Damage; using Content.Shared.Damage;
@@ -25,6 +26,12 @@ namespace Content.Server.Inventory
SubscribeLocalEvent<InventoryComponent, ElectrocutionAttemptEvent>(OnElectrocutionAttempt); SubscribeLocalEvent<InventoryComponent, ElectrocutionAttemptEvent>(OnElectrocutionAttempt);
SubscribeLocalEvent<InventoryComponent, SlipAttemptEvent>(OnSlipAttemptEvent); SubscribeLocalEvent<InventoryComponent, SlipAttemptEvent>(OnSlipAttemptEvent);
SubscribeLocalEvent<InventoryComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMovespeed); SubscribeLocalEvent<InventoryComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMovespeed);
SubscribeLocalEvent<InventoryComponent, ModifyChangedTemperatureEvent>(OnModifyTemperature);
}
private void OnModifyTemperature(EntityUid uid, InventoryComponent component, ModifyChangedTemperatureEvent args)
{
RelayInventoryEvent(component, args);
} }
private void OnSlipAttemptEvent(EntityUid uid, InventoryComponent component, SlipAttemptEvent args) private void OnSlipAttemptEvent(EntityUid uid, InventoryComponent component, SlipAttemptEvent args)

View File

@@ -1,5 +1,6 @@
using Content.Shared.Atmos; using Content.Shared.Atmos;
using Content.Shared.Damage; using Content.Shared.Damage;
using Content.Shared.FixedPoint;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.Physics; using Robust.Shared.Physics;
using Robust.Shared.Serialization.Manager.Attributes; using Robust.Shared.Serialization.Manager.Attributes;
@@ -18,22 +19,30 @@ namespace Content.Server.Temperature.Components
/// <inheritdoc /> /// <inheritdoc />
public override string Name => "Temperature"; public override string Name => "Temperature";
[DataField("heatDamageThreshold")] [ViewVariables(VVAccess.ReadWrite)]
private float _heatDamageThreshold = default;
[DataField("coldDamageThreshold")]
private float _coldDamageThreshold = default;
[DataField("tempDamageCoefficient")]
private float _tempDamageCoefficient = 1;
[DataField("currentTemperature")]
public float CurrentTemperature { get; set; } = Atmospherics.T20C; public float CurrentTemperature { get; set; } = Atmospherics.T20C;
[DataField("specificHeat")]
private float _specificHeat = Atmospherics.MinimumHeatCapacity;
[ViewVariables] public float HeatDamageThreshold => _heatDamageThreshold; [DataField("heatDamageThreshold")]
[ViewVariables] public float ColdDamageThreshold => _coldDamageThreshold; [ViewVariables(VVAccess.ReadWrite)]
[ViewVariables] public float TempDamageCoefficient => _tempDamageCoefficient; public float HeatDamageThreshold = 360f;
[ViewVariables] public float SpecificHeat => _specificHeat;
[ViewVariables] public float HeatCapacity { [DataField("coldDamageThreshold")]
[ViewVariables(VVAccess.ReadWrite)]
public float ColdDamageThreshold = 260f;
[DataField("specificHeat")]
[ViewVariables(VVAccess.ReadWrite)]
public float SpecificHeat = 50f;
/// <summary>
/// How well does the air surrounding you merge into your body temperature?
/// </summary>
[DataField("atmosTemperatureTransferEfficiency")]
[ViewVariables(VVAccess.ReadWrite)]
public float AtmosTemperatureTransferEfficiency = 0.1f;
[ViewVariables] public float HeatCapacity
{
get get
{ {
if (Owner.TryGetComponent<IPhysBody>(out var physics)) if (Owner.TryGetComponent<IPhysBody>(out var physics))
@@ -52,5 +61,14 @@ namespace Content.Server.Temperature.Components
[DataField("heatDamage", required: true)] [DataField("heatDamage", required: true)]
[ViewVariables(VVAccess.ReadWrite)] [ViewVariables(VVAccess.ReadWrite)]
public DamageSpecifier HeatDamage = default!; public DamageSpecifier HeatDamage = default!;
/// <summary>
/// Temperature won't do more than this amount of damage per second.
///
/// Okay it genuinely reaches this basically immediately for a plasma fire.
/// </summary>
[DataField("damageCap")]
[ViewVariables(VVAccess.ReadWrite)]
public FixedPoint2 DamageCap = FixedPoint2.New(8);
} }
} }

View File

@@ -1,9 +1,13 @@
using System; using System;
using System.Collections.Generic;
using System.Linq;
using Content.Server.Alert; using Content.Server.Alert;
using Content.Server.Atmos.Components;
using Content.Server.Atmos.EntitySystems; using Content.Server.Atmos.EntitySystems;
using Content.Server.Temperature.Components; using Content.Server.Temperature.Components;
using Content.Shared.Alert; using Content.Shared.Alert;
using Content.Shared.Damage; using Content.Shared.Damage;
using Content.Shared.FixedPoint;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.IoC; using Robust.Shared.IoC;
@@ -14,11 +18,47 @@ namespace Content.Server.Temperature.Systems
[Dependency] private readonly DamageableSystem _damageableSystem = default!; [Dependency] private readonly DamageableSystem _damageableSystem = default!;
[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!; [Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
/// <summary>
/// All the components that will have their damage updated at the end of the tick.
/// This is done because both AtmosExposed and Flammable call ChangeHeat in the same tick, meaning
/// that we need some mechanism to ensure it doesn't double dip on damage for both calls.
/// </summary>
public HashSet<TemperatureComponent> ShouldUpdateDamage = new();
public float UpdateInterval = 1.0f;
private float _accumulatedFrametime = 0.0f;
public override void Initialize() public override void Initialize()
{ {
SubscribeLocalEvent<TemperatureComponent, OnTemperatureChangeEvent>(ChangeDamage); SubscribeLocalEvent<TemperatureComponent, OnTemperatureChangeEvent>(EnqueueDamage);
SubscribeLocalEvent<TemperatureComponent, AtmosExposedUpdateEvent>(OnAtmosExposedUpdate); SubscribeLocalEvent<TemperatureComponent, AtmosExposedUpdateEvent>(OnAtmosExposedUpdate);
SubscribeLocalEvent<ServerAlertsComponent, OnTemperatureChangeEvent>(ServerAlert); SubscribeLocalEvent<ServerAlertsComponent, OnTemperatureChangeEvent>(ServerAlert);
SubscribeLocalEvent<TemperatureProtectionComponent, ModifyChangedTemperatureEvent>(OnTemperatureChangeAttempt);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
_accumulatedFrametime += frameTime;
if (_accumulatedFrametime < UpdateInterval)
return;
_accumulatedFrametime -= UpdateInterval;
if (!ShouldUpdateDamage.Any())
return;
foreach (var comp in ShouldUpdateDamage)
{
if (comp.Deleted || comp.Paused)
continue;
ChangeDamage(comp.OwnerUid, comp);
}
ShouldUpdateDamage.Clear();
} }
public void ForceChangeTemperature(EntityUid uid, float temp, TemperatureComponent? temperature = null) public void ForceChangeTemperature(EntityUid uid, float temp, TemperatureComponent? temperature = null)
@@ -32,10 +72,17 @@ namespace Content.Server.Temperature.Systems
} }
} }
public void ReceiveHeat(EntityUid uid, float heatAmount, TemperatureComponent? temperature = null) public void ChangeHeat(EntityUid uid, float heatAmount, bool ignoreHeatResistance=false, TemperatureComponent? temperature = null)
{ {
if (Resolve(uid, ref temperature)) if (Resolve(uid, ref temperature))
{ {
if (!ignoreHeatResistance)
{
var ev = new ModifyChangedTemperatureEvent(heatAmount);
RaiseLocalEvent(uid, ev, false);
heatAmount = ev.TemperatureDelta;
}
float lastTemp = temperature.CurrentTemperature; float lastTemp = temperature.CurrentTemperature;
temperature.CurrentTemperature += heatAmount / temperature.HeatCapacity; temperature.CurrentTemperature += heatAmount / temperature.HeatCapacity;
float delta = temperature.CurrentTemperature - lastTemp; float delta = temperature.CurrentTemperature - lastTemp;
@@ -44,24 +91,12 @@ namespace Content.Server.Temperature.Systems
} }
} }
public void RemoveHeat(EntityUid uid, float heatAmount, TemperatureComponent? temperature = null)
{
if (Resolve(uid, ref temperature))
{
float lastTemp = temperature.CurrentTemperature;
temperature.CurrentTemperature -= heatAmount / temperature.HeatCapacity;
float delta = temperature.CurrentTemperature - lastTemp;
RaiseLocalEvent(uid, new OnTemperatureChangeEvent(temperature.CurrentTemperature, lastTemp, delta));
}
}
private void OnAtmosExposedUpdate(EntityUid uid, TemperatureComponent temperature, ref AtmosExposedUpdateEvent args) private void OnAtmosExposedUpdate(EntityUid uid, TemperatureComponent temperature, ref AtmosExposedUpdateEvent args)
{ {
var temperatureDelta = args.GasMixture.Temperature - temperature.CurrentTemperature; var temperatureDelta = args.GasMixture.Temperature - temperature.CurrentTemperature;
var tileHeatCapacity = _atmosphereSystem.GetHeatCapacity(args.GasMixture); var tileHeatCapacity = _atmosphereSystem.GetHeatCapacity(args.GasMixture);
var heat = temperatureDelta * (tileHeatCapacity * temperature.HeatCapacity / (tileHeatCapacity + temperature.HeatCapacity)); var heat = temperatureDelta * (tileHeatCapacity * temperature.HeatCapacity / (tileHeatCapacity + temperature.HeatCapacity));
ReceiveHeat(uid, heat, temperature); ChangeHeat(uid, heat * temperature.AtmosTemperatureTransferEfficiency, temperature: temperature );
} }
private void ServerAlert(EntityUid uid, ServerAlertsComponent status, OnTemperatureChangeEvent args) private void ServerAlert(EntityUid uid, ServerAlertsComponent status, OnTemperatureChangeEvent args)
@@ -94,33 +129,53 @@ namespace Content.Server.Temperature.Systems
break; break;
// Heat mild. // Heat mild.
case <= 345 and > 335: case <= 360 and > 335:
status.ShowAlert(AlertType.Hot, 2); status.ShowAlert(AlertType.Hot, 2);
break; break;
// Heat strong. // Heat strong.
case > 345: case > 360:
status.ShowAlert(AlertType.Hot, 3); status.ShowAlert(AlertType.Hot, 3);
break; break;
} }
} }
private void ChangeDamage(EntityUid uid, TemperatureComponent temperature, OnTemperatureChangeEvent args) private void EnqueueDamage(EntityUid uid, TemperatureComponent component, OnTemperatureChangeEvent args)
{
ShouldUpdateDamage.Add(component);
}
private void ChangeDamage(EntityUid uid, TemperatureComponent temperature)
{ {
if (!EntityManager.TryGetComponent<DamageableComponent>(uid, out var damage)) if (!EntityManager.TryGetComponent<DamageableComponent>(uid, out var damage))
return; return;
if (args.CurrentTemperature >= temperature.HeatDamageThreshold) // See this link for where the scaling func comes from:
// https://www.desmos.com/calculator/0vknqtdvq9
// Based on a logistic curve, which caps out at MaxDamage
var heatK = 0.005;
var a = 1;
var y = temperature.DamageCap;
var c = y * 2;
if (temperature.CurrentTemperature >= temperature.HeatDamageThreshold)
{ {
int tempDamage = (int) Math.Floor((args.CurrentTemperature - temperature.HeatDamageThreshold) * temperature.TempDamageCoefficient); var diff = Math.Abs(temperature.CurrentTemperature - temperature.HeatDamageThreshold);
var tempDamage = c / (1 + a * Math.Pow(Math.E, -heatK * diff)) - y;
_damageableSystem.TryChangeDamage(uid, temperature.HeatDamage * tempDamage); _damageableSystem.TryChangeDamage(uid, temperature.HeatDamage * tempDamage);
} }
else if (args.CurrentTemperature <= temperature.ColdDamageThreshold) else if (temperature.CurrentTemperature <= temperature.ColdDamageThreshold)
{ {
int tempDamage = (int) Math.Floor((temperature.ColdDamageThreshold - args.CurrentTemperature) * temperature.TempDamageCoefficient); var diff = Math.Abs(temperature.CurrentTemperature - temperature.ColdDamageThreshold);
var tempDamage =
Math.Sqrt(diff * (Math.Pow(temperature.DamageCap.Double(), 2) / temperature.ColdDamageThreshold));
_damageableSystem.TryChangeDamage(uid, temperature.ColdDamage * tempDamage); _damageableSystem.TryChangeDamage(uid, temperature.ColdDamage * tempDamage);
} }
}
private void OnTemperatureChangeAttempt(EntityUid uid, TemperatureProtectionComponent component, ModifyChangedTemperatureEvent args)
{
args.TemperatureDelta *= component.Coefficient;
} }
} }
@@ -137,4 +192,14 @@ namespace Content.Server.Temperature.Systems
TemperatureDelta = delta; TemperatureDelta = delta;
} }
} }
public class ModifyChangedTemperatureEvent : EntityEventArgs
{
public float TemperatureDelta;
public ModifyChangedTemperatureEvent(float temperature)
{
TemperatureDelta = temperature;
}
}
} }

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@@ -72,7 +72,7 @@
state: hot state: hot
maxSeverity: 3 maxSeverity: 3
name: "[color=red]Too Hot[/color]" name: "[color=red]Too Hot[/color]"
description: "It's [color=red]too hot![/color] Flee to space, or at least away from the flames." description: "It's [color=red]too hot![/color] Get somewhere colder, take off any insulating clothing like a space suit, or at least get away from the flames."
- type: alert - type: alert
alertType: Weightless alertType: Weightless

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@@ -29,8 +29,10 @@
- type: Clothing - type: Clothing
size: 15 size: 15
- type: PressureProtection - type: PressureProtection
highPressureMultiplier: 0.5 highPressureMultiplier: 0.3
lowPressureMultiplier: 100 lowPressureMultiplier: 100
- type: TemperatureProtection
coefficient: 0.1
- type: Armor - type: Armor
modifiers: modifiers:
coefficients: coefficients:

View File

@@ -16,8 +16,10 @@
name: base hardsuit name: base hardsuit
components: components:
- type: PressureProtection - type: PressureProtection
highPressureMultiplier: 0.75 highPressureMultiplier: 0.5
lowPressureMultiplier: 100 lowPressureMultiplier: 100
- type: TemperatureProtection
coefficient: 0.001 # yes it needs to be this low, fires are fucking deadly apparently!!!!
- type: Clothing - type: Clothing
size: 25 size: 25
- type: Armor - type: Armor

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@@ -31,6 +31,8 @@
- type: PressureProtection - type: PressureProtection
highPressureMultiplier: 0.85 highPressureMultiplier: 0.85
lowPressureMultiplier: 25 lowPressureMultiplier: 25
- type: TemperatureProtection
coefficient: 0.001
- type: Clothing - type: Clothing
sprite: Clothing/OuterClothing/Suits/fire.rsi sprite: Clothing/OuterClothing/Suits/fire.rsi
@@ -42,6 +44,11 @@
components: components:
- type: Sprite - type: Sprite
sprite: Clothing/OuterClothing/Suits/rad.rsi sprite: Clothing/OuterClothing/Suits/rad.rsi
- type: Armor
modifiers:
coefficients:
Heat: 0.90
Radiation: 0.05
- type: Clothing - type: Clothing
sprite: Clothing/OuterClothing/Suits/rad.rsi sprite: Clothing/OuterClothing/Suits/rad.rsi

View File

@@ -63,15 +63,11 @@
- type: Flammable - type: Flammable
fireSpread: true fireSpread: true
canResistFire: true canResistFire: true
damage:
types:
Heat : 1
- type: Temperature - type: Temperature
heatDamageThreshold: 360 heatDamageThreshold: 360
coldDamageThreshold: 260 coldDamageThreshold: 260
currentTemperature: 310.15 currentTemperature: 310.15
specificHeat: 42 specificHeat: 42
tempDamageCoefficient: 0.1
heatDamage: heatDamage:
types: types:
Heat : 1 #per second, scales with temperature & other constants Heat : 1 #per second, scales with temperature & other constants
@@ -148,11 +144,11 @@
types: types:
Blunt: 1 #per second, scales with pressure and other constants. Blunt: 1 #per second, scales with pressure and other constants.
- type: Respirator - type: Respirator
metabolismHeat: 5000 metabolismHeat: 800
radiatedHeat: 400 radiatedHeat: 100
implicitHeatRegulation: 5000 implicitHeatRegulation: 250
sweatHeatRegulation: 5000 sweatHeatRegulation: 500
shiveringHeatRegulation: 5000 shiveringHeatRegulation: 500
normalBodyTemperature: 310.15 normalBodyTemperature: 310.15
thermalRegulationTemperatureThreshold: 25 thermalRegulationTemperatureThreshold: 25
needsGases: needsGases:
@@ -171,7 +167,6 @@
coldDamageThreshold: 260 coldDamageThreshold: 260
currentTemperature: 310.15 currentTemperature: 310.15
specificHeat: 42 specificHeat: 42
tempDamageCoefficient: 0.1
coldDamage: coldDamage:
types: types:
Cold : 1 #per second, scales with temperature & other constants Cold : 1 #per second, scales with temperature & other constants

View File

@@ -173,15 +173,11 @@
- type: Flammable - type: Flammable
fireSpread: true fireSpread: true
canResistFire: true canResistFire: true
damage:
types:
Heat : 1 #per second, scales with number of fire 'stacks'
- type: Temperature - type: Temperature
heatDamageThreshold: 360 heatDamageThreshold: 360
coldDamageThreshold: 260 coldDamageThreshold: 260
currentTemperature: 310.15 currentTemperature: 310.15
specificHeat: 42 specificHeat: 42
tempDamageCoefficient: 0.1
coldDamage: coldDamage:
types: types:
Cold : 1 #per second, scales with temperature & other constants Cold : 1 #per second, scales with temperature & other constants
@@ -195,11 +191,11 @@
- type: Damageable - type: Damageable
damageContainer: Biological damageContainer: Biological
- type: Respirator - type: Respirator
metabolismHeat: 5000 metabolismHeat: 800
radiatedHeat: 400 radiatedHeat: 100
implicitHeatRegulation: 5000 implicitHeatRegulation: 500
sweatHeatRegulation: 5000 sweatHeatRegulation: 2000
shiveringHeatRegulation: 5000 shiveringHeatRegulation: 2000
normalBodyTemperature: 310.15 normalBodyTemperature: 310.15
thermalRegulationTemperatureThreshold: 25 thermalRegulationTemperatureThreshold: 25
needsGases: needsGases:

View File

@@ -43,9 +43,6 @@
- type: AtmosExposed - type: AtmosExposed
- type: Flammable - type: Flammable
fireSpread: true fireSpread: true
damage:
types:
Heat : 1 #per second, scales with number of fire 'stacks'
- type: Appearance - type: Appearance
visuals: visuals:
- type: FireVisualizer - type: FireVisualizer