Refactor Barotrauma to be ECS. (#4674)
- Refactor IPressureProtection to be two different ECS events.
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246fda53c5
@@ -17,11 +17,9 @@ namespace Content.Server.Atmos.Components
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[ViewVariables]
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[ViewVariables]
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[ComponentDependency] private readonly TemperatureComponent? _temperatureComponent = null;
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[ComponentDependency] private readonly TemperatureComponent? _temperatureComponent = null;
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[ViewVariables]
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[ComponentDependency] private readonly BarotraumaComponent? _barotraumaComponent = null;
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public void Update(GasMixture air, float frameDelta, AtmosphereSystem atmosphereSystem)
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public void Update(GasMixture air, float frameDelta, AtmosphereSystem atmosphereSystem)
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{
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{
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// TODO: I'm coming for you next, TemperatureComponent... Fear me for I am death, destroyer of shitcode.
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if (_temperatureComponent != null)
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if (_temperatureComponent != null)
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{
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{
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var temperatureDelta = air.Temperature - _temperatureComponent.CurrentTemperature;
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var temperatureDelta = air.Temperature - _temperatureComponent.CurrentTemperature;
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@@ -30,8 +28,6 @@ namespace Content.Server.Atmos.Components
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_temperatureComponent.ReceiveHeat(heat);
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_temperatureComponent.ReceiveHeat(heat);
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_temperatureComponent.Update();
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_temperatureComponent.Update();
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}
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}
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_barotraumaComponent?.Update(air.Pressure);
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}
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}
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}
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}
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}
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}
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@@ -1,9 +1,3 @@
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using System;
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using System.Runtime.CompilerServices;
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using Content.Server.Alert;
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using Content.Server.Pressure;
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using Content.Shared.Alert;
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using Content.Shared.Atmos;
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using Content.Shared.Damage;
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using Content.Shared.Damage;
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using Robust.Shared.GameObjects;
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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.Serialization.Manager.Attributes;
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@@ -22,75 +16,5 @@ namespace Content.Server.Atmos.Components
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[DataField("damage", required: true)]
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[DataField("damage", required: true)]
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[ViewVariables(VVAccess.ReadWrite)]
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[ViewVariables(VVAccess.ReadWrite)]
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public DamageSpecifier Damage = default!;
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public DamageSpecifier Damage = default!;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Update(float airPressure)
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{
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if (!Owner.HasComponent<DamageableComponent>()) return;
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var status = Owner.GetComponentOrNull<ServerAlertsComponent>();
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var highPressureMultiplier = 1f;
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var lowPressureMultiplier = 1f;
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foreach (var protection in Owner.GetAllComponents<IPressureProtection>())
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{
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highPressureMultiplier *= protection.HighPressureMultiplier;
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lowPressureMultiplier *= protection.LowPressureMultiplier;
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}
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var pressure = MathF.Max(airPressure, 1f);
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switch (pressure)
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{
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// Low pressure.
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case var p when p <= Atmospherics.WarningLowPressure:
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pressure *= lowPressureMultiplier;
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if (pressure > Atmospherics.WarningLowPressure)
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goto default;
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// Deal damage and ignore resistances. Resistance to pressure damage should be done via pressure protection gear.
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EntitySystem.Get<DamageableSystem>().TryChangeDamage(Owner.Uid, Damage * Atmospherics.LowPressureDamage, true);
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if (status == null) break;
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if (pressure <= Atmospherics.HazardLowPressure)
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{
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status.ShowAlert(AlertType.LowPressure, 2);
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break;
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}
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status.ShowAlert(AlertType.LowPressure, 1);
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break;
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// High pressure.
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case var p when p >= Atmospherics.WarningHighPressure:
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pressure *= highPressureMultiplier;
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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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// Deal damage and ignore resistances. Resistance to pressure damage should be done via pressure protection gear.
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EntitySystem.Get<DamageableSystem>().TryChangeDamage(Owner.Uid, Damage * damageScale, true);
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if (status == null) break;
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if (pressure >= Atmospherics.HazardHighPressure)
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{
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status.ShowAlert(AlertType.HighPressure, 2);
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break;
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}
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status.ShowAlert(AlertType.HighPressure, 1);
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break;
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// Normal pressure.
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default:
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status?.ClearAlertCategory(AlertCategory.Pressure);
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break;
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}
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}
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}
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}
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}
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}
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@@ -1,21 +1,24 @@
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using Content.Server.Pressure;
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using Robust.Shared.GameObjects;
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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.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Atmos.Components
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namespace Content.Server.Atmos.Components
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{
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{
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[RegisterComponent]
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[RegisterComponent]
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public class PressureProtectionComponent : Component, IPressureProtection
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public class PressureProtectionComponent : Component
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{
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{
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public override string Name => "PressureProtection";
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public override string Name => "PressureProtection";
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[ViewVariables]
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[DataField("highPressureMultiplier")]
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[DataField("highPressureMultiplier")]
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public float HighPressureMultiplier { get; private set; } = 1f;
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public float HighPressureMultiplier { get; } = 1f;
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[DataField("highPressureModifier")]
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public float HighPressureModifier { get; } = 0f;
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[ViewVariables]
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[DataField("lowPressureMultiplier")]
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[DataField("lowPressureMultiplier")]
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public float LowPressureMultiplier { get; private set; } = 1f;
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public float LowPressureMultiplier { get; } = 1f;
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[DataField("lowPressureModifier")]
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public float LowPressureModifier { get; } = 0f;
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}
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}
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}
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}
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138
Content.Server/Atmos/EntitySystems/BarotraumaSystem.cs
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138
Content.Server/Atmos/EntitySystems/BarotraumaSystem.cs
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@@ -0,0 +1,138 @@
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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.Shared.Alert;
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using Content.Shared.Atmos;
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using Content.Shared.Damage;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Server.Atmos.EntitySystems
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{
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public class BarotraumaSystem : EntitySystem
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{
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[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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private const float UpdateTimer = 1f;
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private float _timer = 0f;
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public override void Initialize()
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{
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SubscribeLocalEvent<PressureProtectionComponent, HighPressureEvent>(OnHighPressureEvent);
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SubscribeLocalEvent<PressureProtectionComponent, LowPressureEvent>(OnLowPressureEvent);
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}
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private void OnHighPressureEvent(EntityUid uid, PressureProtectionComponent component, HighPressureEvent args)
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{
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args.Modifier += component.HighPressureModifier;
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args.Multiplier *= component.HighPressureMultiplier;
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}
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private void OnLowPressureEvent(EntityUid uid, PressureProtectionComponent component, LowPressureEvent args)
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{
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args.Modifier += component.LowPressureModifier;
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args.Multiplier *= component.LowPressureMultiplier;
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}
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private float CalculateFeltPressure(float environmentPressure, PressureEvent pressureEvent)
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{
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environmentPressure += pressureEvent.Modifier;
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environmentPressure *= pressureEvent.Multiplier;
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return environmentPressure;
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}
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public float GetFeltLowPressure(EntityUid uid, float environmentPressure)
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{
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var lowPressureEvent = new LowPressureEvent(environmentPressure);
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RaiseLocalEvent(uid, lowPressureEvent, false);
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return CalculateFeltPressure(environmentPressure, lowPressureEvent);
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}
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public float GetFeltHighPressure(EntityUid uid, float environmentPressure)
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{
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var highPressureEvent = new HighPressureEvent(environmentPressure);
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RaiseLocalEvent(uid, highPressureEvent, false);
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return CalculateFeltPressure(environmentPressure, highPressureEvent);
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}
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public override void Update(float frameTime)
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{
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_timer += frameTime;
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if (_timer < UpdateTimer)
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return;
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_timer -= UpdateTimer;
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foreach (var (barotrauma, transform) in ComponentManager.EntityQuery<BarotraumaComponent, ITransformComponent>())
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{
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var uid = barotrauma.Owner.Uid;
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var status = barotrauma.Owner.GetComponentOrNull<ServerAlertsComponent>();
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var pressure = 1f;
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if (_atmosphereSystem.GetTileMixture(transform.Coordinates) is { } mixture)
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{
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pressure = MathF.Max(mixture.Pressure, 1f);;
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}
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switch (pressure)
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{
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// Low pressure.
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case <= Atmospherics.WarningLowPressure:
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pressure = GetFeltLowPressure(uid, pressure);
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if (pressure > Atmospherics.WarningLowPressure)
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goto default;
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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 * Atmospherics.LowPressureDamage, true);
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if (status == null) break;
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if (pressure <= Atmospherics.HazardLowPressure)
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{
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status.ShowAlert(AlertType.LowPressure, 2);
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break;
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}
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status.ShowAlert(AlertType.LowPressure, 1);
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break;
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// High pressure.
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case >= Atmospherics.WarningHighPressure:
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pressure = GetFeltHighPressure(uid, pressure);
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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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// 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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if (status == null) break;
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if (pressure >= Atmospherics.HazardHighPressure)
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{
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status.ShowAlert(AlertType.HighPressure, 2);
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break;
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}
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status.ShowAlert(AlertType.HighPressure, 1);
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break;
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// Normal pressure.
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default:
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status?.ClearAlertCategory(AlertCategory.Pressure);
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break;
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}
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}
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}
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}
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}
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46
Content.Server/Atmos/PressureEvent.cs
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46
Content.Server/Atmos/PressureEvent.cs
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@@ -0,0 +1,46 @@
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using Robust.Shared.GameObjects;
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namespace Content.Server.Atmos
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{
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public abstract class PressureEvent : EntityEventArgs
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{
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/// <summary>
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/// The environment pressure.
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/// </summary>
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public float Pressure { get; }
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/// <summary>
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/// The modifier for the apparent pressure.
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/// This number will be added to the environment pressure for calculation purposes.
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/// It can be negative to reduce the felt pressure, or positive to increase it.
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/// </summary>
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/// <remarks>
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/// Do not set this directly. Add to it, or subtract from it to modify it.
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/// </remarks>
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public float Modifier { get; set; } = 0f;
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/// <summary>
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/// The multiplier for the apparent pressure.
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/// The environment pressure will be multiplied by this for calculation purposes.
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/// </summary>
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/// <remarks>
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/// Do not set, add to or subtract from this directly. Multiply this by your multiplier only.
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/// </remarks>
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public float Multiplier { get; set; } = 1f;
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protected PressureEvent(float pressure)
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{
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Pressure = pressure;
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}
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}
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public class LowPressureEvent : PressureEvent
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{
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public LowPressureEvent(float pressure) : base(pressure) { }
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}
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public class HighPressureEvent : PressureEvent
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{
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public HighPressureEvent(float pressure) : base(pressure) { }
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}
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}
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@@ -7,7 +7,6 @@ using Content.Server.Clothing.Components;
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using Content.Server.Hands.Components;
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using Content.Server.Hands.Components;
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using Content.Server.Interaction;
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using Content.Server.Interaction;
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using Content.Server.Items;
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using Content.Server.Items;
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using Content.Server.Pressure;
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using Content.Server.Storage.Components;
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using Content.Server.Storage.Components;
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using Content.Shared.ActionBlocker;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Acts;
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using Content.Shared.Acts;
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@@ -38,7 +37,7 @@ namespace Content.Server.Inventory.Components
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{
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{
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[RegisterComponent]
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[RegisterComponent]
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[ComponentReference(typeof(SharedInventoryComponent))]
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[ComponentReference(typeof(SharedInventoryComponent))]
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public class InventoryComponent : SharedInventoryComponent, IExAct, IPressureProtection, IEffectBlocker
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public class InventoryComponent : SharedInventoryComponent, IExAct, IEffectBlocker
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{
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{
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[Dependency] private readonly IEntitySystemManager _entitySystemManager = default!;
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[Dependency] private readonly IEntitySystemManager _entitySystemManager = default!;
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@@ -63,52 +62,6 @@ namespace Content.Server.Inventory.Components
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}
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}
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}
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}
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// Optimization: Cache this
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[ViewVariables]
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public float HighPressureMultiplier
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{
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get
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{
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var multiplier = 1f;
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foreach (var (slot, containerSlot) in _slotContainers)
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{
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foreach (var entity in containerSlot.ContainedEntities)
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{
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foreach (var protection in entity.GetAllComponents<IPressureProtection>())
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{
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multiplier *= protection.HighPressureMultiplier;
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}
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}
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}
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return multiplier;
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}
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}
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// Optimization: Cache this
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[ViewVariables]
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public float LowPressureMultiplier
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{
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get
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{
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var multiplier = 1f;
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foreach (var (slot, containerSlot) in _slotContainers)
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{
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foreach (var entity in containerSlot.ContainedEntities)
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{
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foreach (var protection in entity.GetAllComponents<IPressureProtection>())
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{
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multiplier *= protection.LowPressureMultiplier;
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}
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|
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}
|
|
||||||
}
|
|
||||||
|
|
||||||
return multiplier;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public override float WalkSpeedModifier
|
public override float WalkSpeedModifier
|
||||||
{
|
{
|
||||||
get
|
get
|
||||||
|
|||||||
@@ -1,3 +1,4 @@
|
|||||||
|
using Content.Server.Atmos;
|
||||||
using Content.Server.Inventory.Components;
|
using Content.Server.Inventory.Components;
|
||||||
using Robust.Shared.Containers;
|
using Robust.Shared.Containers;
|
||||||
using Robust.Shared.GameObjects;
|
using Robust.Shared.GameObjects;
|
||||||
@@ -12,6 +13,8 @@ namespace Content.Server.Inventory
|
|||||||
|
|
||||||
SubscribeLocalEvent<HumanInventoryControllerComponent, EntRemovedFromContainerMessage>(HandleRemovedFromContainer);
|
SubscribeLocalEvent<HumanInventoryControllerComponent, EntRemovedFromContainerMessage>(HandleRemovedFromContainer);
|
||||||
SubscribeLocalEvent<InventoryComponent, EntRemovedFromContainerMessage>(HandleInvRemovedFromContainer);
|
SubscribeLocalEvent<InventoryComponent, EntRemovedFromContainerMessage>(HandleInvRemovedFromContainer);
|
||||||
|
SubscribeLocalEvent<InventoryComponent, HighPressureEvent>(OnHighPressureEvent);
|
||||||
|
SubscribeLocalEvent<InventoryComponent, LowPressureEvent>(OnLowPressureEvent);
|
||||||
}
|
}
|
||||||
|
|
||||||
private static void HandleInvRemovedFromContainer(EntityUid uid, InventoryComponent component, EntRemovedFromContainerMessage args)
|
private static void HandleInvRemovedFromContainer(EntityUid uid, InventoryComponent component, EntRemovedFromContainerMessage args)
|
||||||
@@ -23,5 +26,23 @@ namespace Content.Server.Inventory
|
|||||||
{
|
{
|
||||||
component.CheckUniformExists();
|
component.CheckUniformExists();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void OnHighPressureEvent(EntityUid uid, InventoryComponent component, HighPressureEvent args)
|
||||||
|
{
|
||||||
|
RelayPressureEvent(component, args);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnLowPressureEvent(EntityUid uid, InventoryComponent component, LowPressureEvent args)
|
||||||
|
{
|
||||||
|
RelayPressureEvent(component, args);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void RelayPressureEvent<T>(InventoryComponent component, T args) where T : PressureEvent
|
||||||
|
{
|
||||||
|
foreach (var equipped in component.GetAllHeldItems())
|
||||||
|
{
|
||||||
|
RaiseLocalEvent(equipped.Uid, args, false);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,8 +0,0 @@
|
|||||||
namespace Content.Server.Pressure
|
|
||||||
{
|
|
||||||
public interface IPressureProtection
|
|
||||||
{
|
|
||||||
public float HighPressureMultiplier { get; }
|
|
||||||
public float LowPressureMultiplier { get; }
|
|
||||||
}
|
|
||||||
}
|
|
||||||
Reference in New Issue
Block a user