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:
@@ -93,6 +93,7 @@ namespace Content.Client.Entry
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"TilePrying",
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"RandomSpriteColor",
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"ConditionalSpawner",
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"TemperatureProtection",
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"DamageOnToolInteract",
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"ExaminableBattery",
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"PottedPlantHide",
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@@ -1,4 +1,5 @@
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using Content.Shared.Damage;
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using Content.Shared.FixedPoint;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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@@ -19,6 +20,6 @@ namespace Content.Server.Atmos.Components
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[DataField("maxDamage")]
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[ViewVariables(VVAccess.ReadWrite)]
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public int MaxDamage = 200;
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public FixedPoint2 MaxDamage = 200;
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}
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}
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@@ -31,9 +31,5 @@ namespace Content.Server.Atmos.Components
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("canResistFire")]
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public bool CanResistFire { get; private set; } = false;
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[DataField("damage", required: true)]
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[ViewVariables(VVAccess.ReadWrite)]
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public DamageSpecifier Damage = default!;
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}
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}
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@@ -0,0 +1,17 @@
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using Content.Shared.FixedPoint;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.Atmos.Components;
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[RegisterComponent]
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public class TemperatureProtectionComponent : Component
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{
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public override string Name => "TemperatureProtection";
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/// <summary>
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/// How much to multiply temperature deltas by.
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/// </summary>
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[DataField("coefficient")]
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public float Coefficient = 1.0f;
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}
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@@ -123,7 +123,7 @@ namespace Content.Server.Atmos.EntitySystems
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if(pressure < Atmospherics.WarningHighPressure)
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goto default;
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var damageScale = (int) MathF.Min((pressure / Atmospherics.HazardHighPressure) * Atmospherics.PressureDamageCoefficient, Atmospherics.MaxHighPressureDamage);
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var damageScale = MathF.Min((pressure / Atmospherics.HazardHighPressure) * Atmospherics.PressureDamageCoefficient, Atmospherics.MaxHighPressureDamage);
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// Deal damage and ignore resistances. Resistance to pressure damage should be done via pressure protection gear.
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_damageableSystem.TryChangeDamage(uid, barotrauma.Damage * damageScale, true);
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@@ -2,8 +2,6 @@ using System;
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using Content.Server.Alert;
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using Content.Server.Atmos.Components;
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using Content.Server.Stunnable;
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using Content.Server.Stunnable.Components;
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using Content.Server.Temperature.Components;
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using Content.Server.Temperature.Systems;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Alert;
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@@ -11,7 +9,6 @@ using Content.Shared.Atmos;
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using Content.Shared.Damage;
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using Content.Shared.Interaction;
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using Content.Shared.Popups;
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using Content.Shared.Stunnable;
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using Content.Shared.Temperature;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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@@ -25,7 +22,6 @@ namespace Content.Server.Atmos.EntitySystems
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internal sealed class FlammableSystem : EntitySystem
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{
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[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
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[Dependency] private readonly StunSystem _stunSystem = default!;
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[Dependency] private readonly TemperatureSystem _temperatureSystem = default!;
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@@ -209,11 +205,7 @@ namespace Content.Server.Atmos.EntitySystems
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if (flammable.FireStacks > 0)
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{
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_temperatureSystem.ReceiveHeat(uid, 200 * flammable.FireStacks);
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// TODO ATMOS Fire resistance from armor
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var damageScale = Math.Min((int) (flammable.FireStacks * 2.5f), 10);
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_damageableSystem.TryChangeDamage(uid, flammable.Damage * damageScale);
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_temperatureSystem.ChangeHeat(uid, 80000 * flammable.FireStacks);
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AdjustFireStacks(uid, -0.1f * (flammable.Resisting ? 10f : 1f), flammable);
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}
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else
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@@ -240,25 +240,25 @@ namespace Content.Server.Body.Components
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{
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var temperatureSystem = EntitySystem.Get<TemperatureSystem>();
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if (!Owner.TryGetComponent(out TemperatureComponent? temperatureComponent)) return;
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temperatureSystem.ReceiveHeat(Owner.Uid, MetabolismHeat, temperatureComponent);
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temperatureSystem.RemoveHeat(Owner.Uid, RadiatedHeat, temperatureComponent);
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float totalMetabolismTempChange = MetabolismHeat - RadiatedHeat;
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// implicit heat regulation
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var tempDiff = Math.Abs(temperatureComponent.CurrentTemperature - NormalBodyTemperature);
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var targetHeat = tempDiff * temperatureComponent.HeatCapacity;
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if (temperatureComponent.CurrentTemperature > NormalBodyTemperature)
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{
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temperatureSystem.RemoveHeat(Owner.Uid, Math.Min(targetHeat, ImplicitHeatRegulation), temperatureComponent);
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totalMetabolismTempChange -= Math.Min(targetHeat, ImplicitHeatRegulation);
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}
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else
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{
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temperatureSystem.ReceiveHeat(Owner.Uid, Math.Min(targetHeat, ImplicitHeatRegulation), temperatureComponent);
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totalMetabolismTempChange += Math.Min(targetHeat, ImplicitHeatRegulation);
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}
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// recalc difference and target heat
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tempDiff = Math.Abs(temperatureComponent.CurrentTemperature - NormalBodyTemperature);
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targetHeat = tempDiff * temperatureComponent.HeatCapacity;
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temperatureSystem.ChangeHeat(Owner.Uid, totalMetabolismTempChange, true, temperatureComponent);
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// if body temperature is not within comfortable, thermal regulation
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// processes starts
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if (tempDiff < ThermalRegulationTemperatureThreshold)
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@@ -273,7 +273,6 @@ namespace Content.Server.Body.Components
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return;
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}
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var actionBlocker = EntitySystem.Get<ActionBlockerSystem>();
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if (temperatureComponent.CurrentTemperature > NormalBodyTemperature)
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@@ -288,7 +287,7 @@ namespace Content.Server.Body.Components
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// creadth: sweating does not help in airless environment
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if (EntitySystem.Get<AtmosphereSystem>().GetTileMixture(Owner.Transform.Coordinates) is not {})
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{
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temperatureSystem.RemoveHeat(OwnerUid, Math.Min(targetHeat, SweatHeatRegulation), temperatureComponent);
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temperatureSystem.ChangeHeat(OwnerUid, -Math.Min(targetHeat, SweatHeatRegulation), true, temperatureComponent);
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}
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}
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else
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@@ -300,7 +299,7 @@ namespace Content.Server.Body.Components
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_isShivering = true;
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}
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temperatureSystem.ReceiveHeat(OwnerUid, Math.Min(targetHeat, ShiveringHeatRegulation), temperatureComponent);
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temperatureSystem.ChangeHeat(OwnerUid, Math.Min(targetHeat, ShiveringHeatRegulation), true, temperatureComponent);
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}
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}
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@@ -1,6 +1,7 @@
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using Content.Server.Atmos;
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using Content.Server.Inventory.Components;
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using Content.Server.Items;
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using Content.Server.Temperature.Systems;
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using Content.Shared.Inventory;
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using Content.Shared.Slippery;
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using Content.Shared.Damage;
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@@ -25,6 +26,12 @@ namespace Content.Server.Inventory
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SubscribeLocalEvent<InventoryComponent, ElectrocutionAttemptEvent>(OnElectrocutionAttempt);
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SubscribeLocalEvent<InventoryComponent, SlipAttemptEvent>(OnSlipAttemptEvent);
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SubscribeLocalEvent<InventoryComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMovespeed);
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SubscribeLocalEvent<InventoryComponent, ModifyChangedTemperatureEvent>(OnModifyTemperature);
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}
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private void OnModifyTemperature(EntityUid uid, InventoryComponent component, ModifyChangedTemperatureEvent args)
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{
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RelayInventoryEvent(component, args);
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}
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private void OnSlipAttemptEvent(EntityUid uid, InventoryComponent component, SlipAttemptEvent args)
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@@ -1,5 +1,6 @@
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using Content.Shared.Atmos;
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using Content.Shared.Damage;
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using Content.Shared.FixedPoint;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Physics;
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using Robust.Shared.Serialization.Manager.Attributes;
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@@ -18,22 +19,30 @@ namespace Content.Server.Temperature.Components
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/// <inheritdoc />
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public override string Name => "Temperature";
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[DataField("heatDamageThreshold")]
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private float _heatDamageThreshold = default;
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[DataField("coldDamageThreshold")]
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private float _coldDamageThreshold = default;
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[DataField("tempDamageCoefficient")]
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private float _tempDamageCoefficient = 1;
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[DataField("currentTemperature")]
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[ViewVariables(VVAccess.ReadWrite)]
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public float CurrentTemperature { get; set; } = Atmospherics.T20C;
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[DataField("specificHeat")]
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private float _specificHeat = Atmospherics.MinimumHeatCapacity;
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[ViewVariables] public float HeatDamageThreshold => _heatDamageThreshold;
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[ViewVariables] public float ColdDamageThreshold => _coldDamageThreshold;
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[ViewVariables] public float TempDamageCoefficient => _tempDamageCoefficient;
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[ViewVariables] public float SpecificHeat => _specificHeat;
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[ViewVariables] public float HeatCapacity {
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[DataField("heatDamageThreshold")]
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[ViewVariables(VVAccess.ReadWrite)]
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public float HeatDamageThreshold = 360f;
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[DataField("coldDamageThreshold")]
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[ViewVariables(VVAccess.ReadWrite)]
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public float ColdDamageThreshold = 260f;
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[DataField("specificHeat")]
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[ViewVariables(VVAccess.ReadWrite)]
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public float SpecificHeat = 50f;
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/// <summary>
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/// How well does the air surrounding you merge into your body temperature?
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/// </summary>
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[DataField("atmosTemperatureTransferEfficiency")]
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[ViewVariables(VVAccess.ReadWrite)]
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public float AtmosTemperatureTransferEfficiency = 0.1f;
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[ViewVariables] public float HeatCapacity
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{
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get
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{
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if (Owner.TryGetComponent<IPhysBody>(out var physics))
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@@ -52,5 +61,14 @@ namespace Content.Server.Temperature.Components
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[DataField("heatDamage", required: true)]
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[ViewVariables(VVAccess.ReadWrite)]
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public DamageSpecifier HeatDamage = default!;
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/// <summary>
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/// Temperature won't do more than this amount of damage per second.
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///
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/// Okay it genuinely reaches this basically immediately for a plasma fire.
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/// </summary>
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[DataField("damageCap")]
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[ViewVariables(VVAccess.ReadWrite)]
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public FixedPoint2 DamageCap = FixedPoint2.New(8);
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}
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}
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@@ -1,9 +1,13 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.Alert;
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using Content.Server.Atmos.Components;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Temperature.Components;
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using Content.Shared.Alert;
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using Content.Shared.Damage;
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using Content.Shared.FixedPoint;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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@@ -14,11 +18,47 @@ namespace Content.Server.Temperature.Systems
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
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/// <summary>
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/// All the components that will have their damage updated at the end of the tick.
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/// This is done because both AtmosExposed and Flammable call ChangeHeat in the same tick, meaning
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/// that we need some mechanism to ensure it doesn't double dip on damage for both calls.
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/// </summary>
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public HashSet<TemperatureComponent> ShouldUpdateDamage = new();
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public float UpdateInterval = 1.0f;
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private float _accumulatedFrametime = 0.0f;
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public override void Initialize()
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{
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SubscribeLocalEvent<TemperatureComponent, OnTemperatureChangeEvent>(ChangeDamage);
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SubscribeLocalEvent<TemperatureComponent, OnTemperatureChangeEvent>(EnqueueDamage);
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SubscribeLocalEvent<TemperatureComponent, AtmosExposedUpdateEvent>(OnAtmosExposedUpdate);
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SubscribeLocalEvent<ServerAlertsComponent, OnTemperatureChangeEvent>(ServerAlert);
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SubscribeLocalEvent<TemperatureProtectionComponent, ModifyChangedTemperatureEvent>(OnTemperatureChangeAttempt);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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_accumulatedFrametime += frameTime;
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if (_accumulatedFrametime < UpdateInterval)
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return;
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_accumulatedFrametime -= UpdateInterval;
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if (!ShouldUpdateDamage.Any())
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return;
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foreach (var comp in ShouldUpdateDamage)
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{
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if (comp.Deleted || comp.Paused)
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continue;
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ChangeDamage(comp.OwnerUid, comp);
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}
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ShouldUpdateDamage.Clear();
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}
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public void ForceChangeTemperature(EntityUid uid, float temp, TemperatureComponent? temperature = null)
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@@ -32,10 +72,17 @@ namespace Content.Server.Temperature.Systems
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}
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}
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public void ReceiveHeat(EntityUid uid, float heatAmount, TemperatureComponent? temperature = null)
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public void ChangeHeat(EntityUid uid, float heatAmount, bool ignoreHeatResistance=false, TemperatureComponent? temperature = null)
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{
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if (Resolve(uid, ref temperature))
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{
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if (!ignoreHeatResistance)
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{
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var ev = new ModifyChangedTemperatureEvent(heatAmount);
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RaiseLocalEvent(uid, ev, false);
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heatAmount = ev.TemperatureDelta;
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}
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float lastTemp = temperature.CurrentTemperature;
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temperature.CurrentTemperature += heatAmount / temperature.HeatCapacity;
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float delta = temperature.CurrentTemperature - lastTemp;
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@@ -44,24 +91,12 @@ namespace Content.Server.Temperature.Systems
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}
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}
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public void RemoveHeat(EntityUid uid, float heatAmount, TemperatureComponent? temperature = null)
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{
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if (Resolve(uid, ref temperature))
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{
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float lastTemp = temperature.CurrentTemperature;
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temperature.CurrentTemperature -= heatAmount / temperature.HeatCapacity;
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float delta = temperature.CurrentTemperature - lastTemp;
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RaiseLocalEvent(uid, new OnTemperatureChangeEvent(temperature.CurrentTemperature, lastTemp, delta));
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}
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}
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private void OnAtmosExposedUpdate(EntityUid uid, TemperatureComponent temperature, ref AtmosExposedUpdateEvent args)
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{
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var temperatureDelta = args.GasMixture.Temperature - temperature.CurrentTemperature;
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var tileHeatCapacity = _atmosphereSystem.GetHeatCapacity(args.GasMixture);
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var heat = temperatureDelta * (tileHeatCapacity * temperature.HeatCapacity / (tileHeatCapacity + temperature.HeatCapacity));
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ReceiveHeat(uid, heat, temperature);
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ChangeHeat(uid, heat * temperature.AtmosTemperatureTransferEfficiency, temperature: temperature );
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}
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private void ServerAlert(EntityUid uid, ServerAlertsComponent status, OnTemperatureChangeEvent args)
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@@ -94,33 +129,53 @@ namespace Content.Server.Temperature.Systems
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break;
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// Heat mild.
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case <= 345 and > 335:
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case <= 360 and > 335:
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status.ShowAlert(AlertType.Hot, 2);
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break;
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// Heat strong.
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case > 345:
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case > 360:
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status.ShowAlert(AlertType.Hot, 3);
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break;
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}
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}
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private void ChangeDamage(EntityUid uid, TemperatureComponent temperature, OnTemperatureChangeEvent args)
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private void EnqueueDamage(EntityUid uid, TemperatureComponent component, OnTemperatureChangeEvent args)
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{
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ShouldUpdateDamage.Add(component);
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}
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private void ChangeDamage(EntityUid uid, TemperatureComponent temperature)
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{
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if (!EntityManager.TryGetComponent<DamageableComponent>(uid, out var damage))
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return;
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if (args.CurrentTemperature >= temperature.HeatDamageThreshold)
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// See this link for where the scaling func comes from:
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// https://www.desmos.com/calculator/0vknqtdvq9
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// Based on a logistic curve, which caps out at MaxDamage
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var heatK = 0.005;
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var a = 1;
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var y = temperature.DamageCap;
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var c = y * 2;
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if (temperature.CurrentTemperature >= temperature.HeatDamageThreshold)
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{
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int tempDamage = (int) Math.Floor((args.CurrentTemperature - temperature.HeatDamageThreshold) * temperature.TempDamageCoefficient);
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var diff = Math.Abs(temperature.CurrentTemperature - temperature.HeatDamageThreshold);
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var tempDamage = c / (1 + a * Math.Pow(Math.E, -heatK * diff)) - y;
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_damageableSystem.TryChangeDamage(uid, temperature.HeatDamage * tempDamage);
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}
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else if (args.CurrentTemperature <= temperature.ColdDamageThreshold)
|
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else if (temperature.CurrentTemperature <= temperature.ColdDamageThreshold)
|
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{
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int tempDamage = (int) Math.Floor((temperature.ColdDamageThreshold - args.CurrentTemperature) * temperature.TempDamageCoefficient);
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var diff = Math.Abs(temperature.CurrentTemperature - temperature.ColdDamageThreshold);
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var tempDamage =
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Math.Sqrt(diff * (Math.Pow(temperature.DamageCap.Double(), 2) / temperature.ColdDamageThreshold));
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_damageableSystem.TryChangeDamage(uid, temperature.ColdDamage * tempDamage);
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}
|
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}
|
||||
|
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private void OnTemperatureChangeAttempt(EntityUid uid, TemperatureProtectionComponent component, ModifyChangedTemperatureEvent args)
|
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{
|
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args.TemperatureDelta *= component.Coefficient;
|
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}
|
||||
}
|
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@@ -137,4 +192,14 @@ namespace Content.Server.Temperature.Systems
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TemperatureDelta = delta;
|
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}
|
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}
|
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|
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public class ModifyChangedTemperatureEvent : EntityEventArgs
|
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{
|
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public float TemperatureDelta;
|
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|
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public ModifyChangedTemperatureEvent(float temperature)
|
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{
|
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TemperatureDelta = temperature;
|
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}
|
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}
|
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}
|
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|
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@@ -72,7 +72,7 @@
|
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state: hot
|
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maxSeverity: 3
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name: "[color=red]Too Hot[/color]"
|
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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
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alertType: Weightless
|
||||
|
||||
@@ -29,8 +29,10 @@
|
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- type: Clothing
|
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size: 15
|
||||
- type: PressureProtection
|
||||
highPressureMultiplier: 0.5
|
||||
highPressureMultiplier: 0.3
|
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lowPressureMultiplier: 100
|
||||
- type: TemperatureProtection
|
||||
coefficient: 0.1
|
||||
- type: Armor
|
||||
modifiers:
|
||||
coefficients:
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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:
|
||||
|
||||
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user