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",
"RandomSpriteColor",
"ConditionalSpawner",
"TemperatureProtection",
"DamageOnToolInteract",
"ExaminableBattery",
"PottedPlantHide",

View File

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

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

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@@ -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;
}

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@@ -123,7 +123,7 @@ namespace Content.Server.Atmos.EntitySystems
if(pressure < Atmospherics.WarningHighPressure)
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.
_damageableSystem.TryChangeDamage(uid, barotrauma.Damage * damageScale, true);

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

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

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@@ -1,6 +1,7 @@
using Content.Server.Atmos;
using Content.Server.Inventory.Components;
using Content.Server.Items;
using Content.Server.Temperature.Systems;
using Content.Shared.Inventory;
using Content.Shared.Slippery;
using Content.Shared.Damage;
@@ -25,6 +26,12 @@ namespace Content.Server.Inventory
SubscribeLocalEvent<InventoryComponent, ElectrocutionAttemptEvent>(OnElectrocutionAttempt);
SubscribeLocalEvent<InventoryComponent, SlipAttemptEvent>(OnSlipAttemptEvent);
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)

View File

@@ -1,5 +1,6 @@
using Content.Shared.Atmos;
using Content.Shared.Damage;
using Content.Shared.FixedPoint;
using Robust.Shared.GameObjects;
using Robust.Shared.Physics;
using Robust.Shared.Serialization.Manager.Attributes;
@@ -18,22 +19,30 @@ namespace Content.Server.Temperature.Components
/// <inheritdoc />
public override string Name => "Temperature";
[DataField("heatDamageThreshold")]
private float _heatDamageThreshold = default;
[DataField("coldDamageThreshold")]
private float _coldDamageThreshold = default;
[DataField("tempDamageCoefficient")]
private float _tempDamageCoefficient = 1;
[DataField("currentTemperature")]
[ViewVariables(VVAccess.ReadWrite)]
public float CurrentTemperature { get; set; } = Atmospherics.T20C;
[DataField("specificHeat")]
private float _specificHeat = Atmospherics.MinimumHeatCapacity;
[ViewVariables] public float HeatDamageThreshold => _heatDamageThreshold;
[ViewVariables] public float ColdDamageThreshold => _coldDamageThreshold;
[ViewVariables] public float TempDamageCoefficient => _tempDamageCoefficient;
[ViewVariables] public float SpecificHeat => _specificHeat;
[ViewVariables] public float HeatCapacity {
[DataField("heatDamageThreshold")]
[ViewVariables(VVAccess.ReadWrite)]
public float HeatDamageThreshold = 360f;
[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
{
if (Owner.TryGetComponent<IPhysBody>(out var physics))
@@ -52,5 +61,14 @@ namespace Content.Server.Temperature.Components
[DataField("heatDamage", required: true)]
[ViewVariables(VVAccess.ReadWrite)]
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.Collections.Generic;
using System.Linq;
using Content.Server.Alert;
using Content.Server.Atmos.Components;
using Content.Server.Atmos.EntitySystems;
using Content.Server.Temperature.Components;
using Content.Shared.Alert;
using Content.Shared.Damage;
using Content.Shared.FixedPoint;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
@@ -14,11 +18,47 @@ namespace Content.Server.Temperature.Systems
[Dependency] private readonly DamageableSystem _damageableSystem = 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()
{
SubscribeLocalEvent<TemperatureComponent, OnTemperatureChangeEvent>(ChangeDamage);
SubscribeLocalEvent<TemperatureComponent, OnTemperatureChangeEvent>(EnqueueDamage);
SubscribeLocalEvent<TemperatureComponent, AtmosExposedUpdateEvent>(OnAtmosExposedUpdate);
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)
@@ -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 (!ignoreHeatResistance)
{
var ev = new ModifyChangedTemperatureEvent(heatAmount);
RaiseLocalEvent(uid, ev, false);
heatAmount = ev.TemperatureDelta;
}
float lastTemp = temperature.CurrentTemperature;
temperature.CurrentTemperature += heatAmount / temperature.HeatCapacity;
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)
{
var temperatureDelta = args.GasMixture.Temperature - temperature.CurrentTemperature;
var tileHeatCapacity = _atmosphereSystem.GetHeatCapacity(args.GasMixture);
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)
@@ -94,33 +129,53 @@ namespace Content.Server.Temperature.Systems
break;
// Heat mild.
case <= 345 and > 335:
case <= 360 and > 335:
status.ShowAlert(AlertType.Hot, 2);
break;
// Heat strong.
case > 345:
case > 360:
status.ShowAlert(AlertType.Hot, 3);
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))
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);
}
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);
}
}
private void OnTemperatureChangeAttempt(EntityUid uid, TemperatureProtectionComponent component, ModifyChangedTemperatureEvent args)
{
args.TemperatureDelta *= component.Coefficient;
}
}
@@ -137,4 +192,14 @@ namespace Content.Server.Temperature.Systems
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
maxSeverity: 3
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
alertType: Weightless

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

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

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

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

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

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