Refactor Barotrauma to be ECS. (#4674)

- Refactor IPressureProtection to be two different ECS events.
This commit is contained in:
Vera Aguilera Puerto
2021-09-22 13:02:25 +02:00
committed by GitHub
parent 6891c32eb5
commit 246fda53c5
8 changed files with 217 additions and 144 deletions

View File

@@ -17,11 +17,9 @@ namespace Content.Server.Atmos.Components
[ViewVariables]
[ComponentDependency] private readonly TemperatureComponent? _temperatureComponent = null;
[ViewVariables]
[ComponentDependency] private readonly BarotraumaComponent? _barotraumaComponent = null;
public void Update(GasMixture air, float frameDelta, AtmosphereSystem atmosphereSystem)
{
// TODO: I'm coming for you next, TemperatureComponent... Fear me for I am death, destroyer of shitcode.
if (_temperatureComponent != null)
{
var temperatureDelta = air.Temperature - _temperatureComponent.CurrentTemperature;
@@ -30,8 +28,6 @@ namespace Content.Server.Atmos.Components
_temperatureComponent.ReceiveHeat(heat);
_temperatureComponent.Update();
}
_barotraumaComponent?.Update(air.Pressure);
}
}
}

View File

@@ -1,9 +1,3 @@
using System;
using System.Runtime.CompilerServices;
using Content.Server.Alert;
using Content.Server.Pressure;
using Content.Shared.Alert;
using Content.Shared.Atmos;
using Content.Shared.Damage;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
@@ -22,75 +16,5 @@ namespace Content.Server.Atmos.Components
[DataField("damage", required: true)]
[ViewVariables(VVAccess.ReadWrite)]
public DamageSpecifier Damage = default!;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Update(float airPressure)
{
if (!Owner.HasComponent<DamageableComponent>()) return;
var status = Owner.GetComponentOrNull<ServerAlertsComponent>();
var highPressureMultiplier = 1f;
var lowPressureMultiplier = 1f;
foreach (var protection in Owner.GetAllComponents<IPressureProtection>())
{
highPressureMultiplier *= protection.HighPressureMultiplier;
lowPressureMultiplier *= protection.LowPressureMultiplier;
}
var pressure = MathF.Max(airPressure, 1f);
switch (pressure)
{
// Low pressure.
case var p when p <= Atmospherics.WarningLowPressure:
pressure *= lowPressureMultiplier;
if (pressure > Atmospherics.WarningLowPressure)
goto default;
// Deal damage and ignore resistances. Resistance to pressure damage should be done via pressure protection gear.
EntitySystem.Get<DamageableSystem>().TryChangeDamage(Owner.Uid, Damage * Atmospherics.LowPressureDamage, true);
if (status == null) break;
if (pressure <= Atmospherics.HazardLowPressure)
{
status.ShowAlert(AlertType.LowPressure, 2);
break;
}
status.ShowAlert(AlertType.LowPressure, 1);
break;
// High pressure.
case var p when p >= Atmospherics.WarningHighPressure:
pressure *= highPressureMultiplier;
if(pressure < Atmospherics.WarningHighPressure)
goto default;
var damageScale = (int) 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.
EntitySystem.Get<DamageableSystem>().TryChangeDamage(Owner.Uid, Damage * damageScale, true);
if (status == null) break;
if (pressure >= Atmospherics.HazardHighPressure)
{
status.ShowAlert(AlertType.HighPressure, 2);
break;
}
status.ShowAlert(AlertType.HighPressure, 1);
break;
// Normal pressure.
default:
status?.ClearAlertCategory(AlertCategory.Pressure);
break;
}
}
}
}

View File

@@ -1,21 +1,24 @@
using Content.Server.Pressure;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.Atmos.Components
{
[RegisterComponent]
public class PressureProtectionComponent : Component, IPressureProtection
public class PressureProtectionComponent : Component
{
public override string Name => "PressureProtection";
[ViewVariables]
[DataField("highPressureMultiplier")]
public float HighPressureMultiplier { get; private set; } = 1f;
public float HighPressureMultiplier { get; } = 1f;
[DataField("highPressureModifier")]
public float HighPressureModifier { get; } = 0f;
[ViewVariables]
[DataField("lowPressureMultiplier")]
public float LowPressureMultiplier { get; private set; } = 1f;
public float LowPressureMultiplier { get; } = 1f;
[DataField("lowPressureModifier")]
public float LowPressureModifier { get; } = 0f;
}
}

View File

@@ -0,0 +1,138 @@
using System;
using Content.Server.Alert;
using Content.Server.Atmos.Components;
using Content.Shared.Alert;
using Content.Shared.Atmos;
using Content.Shared.Damage;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
namespace Content.Server.Atmos.EntitySystems
{
public class BarotraumaSystem : EntitySystem
{
[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
private const float UpdateTimer = 1f;
private float _timer = 0f;
public override void Initialize()
{
SubscribeLocalEvent<PressureProtectionComponent, HighPressureEvent>(OnHighPressureEvent);
SubscribeLocalEvent<PressureProtectionComponent, LowPressureEvent>(OnLowPressureEvent);
}
private void OnHighPressureEvent(EntityUid uid, PressureProtectionComponent component, HighPressureEvent args)
{
args.Modifier += component.HighPressureModifier;
args.Multiplier *= component.HighPressureMultiplier;
}
private void OnLowPressureEvent(EntityUid uid, PressureProtectionComponent component, LowPressureEvent args)
{
args.Modifier += component.LowPressureModifier;
args.Multiplier *= component.LowPressureMultiplier;
}
private float CalculateFeltPressure(float environmentPressure, PressureEvent pressureEvent)
{
environmentPressure += pressureEvent.Modifier;
environmentPressure *= pressureEvent.Multiplier;
return environmentPressure;
}
public float GetFeltLowPressure(EntityUid uid, float environmentPressure)
{
var lowPressureEvent = new LowPressureEvent(environmentPressure);
RaiseLocalEvent(uid, lowPressureEvent, false);
return CalculateFeltPressure(environmentPressure, lowPressureEvent);
}
public float GetFeltHighPressure(EntityUid uid, float environmentPressure)
{
var highPressureEvent = new HighPressureEvent(environmentPressure);
RaiseLocalEvent(uid, highPressureEvent, false);
return CalculateFeltPressure(environmentPressure, highPressureEvent);
}
public override void Update(float frameTime)
{
_timer += frameTime;
if (_timer < UpdateTimer)
return;
_timer -= UpdateTimer;
foreach (var (barotrauma, transform) in ComponentManager.EntityQuery<BarotraumaComponent, ITransformComponent>())
{
var uid = barotrauma.Owner.Uid;
var status = barotrauma.Owner.GetComponentOrNull<ServerAlertsComponent>();
var pressure = 1f;
if (_atmosphereSystem.GetTileMixture(transform.Coordinates) is { } mixture)
{
pressure = MathF.Max(mixture.Pressure, 1f);;
}
switch (pressure)
{
// Low pressure.
case <= Atmospherics.WarningLowPressure:
pressure = GetFeltLowPressure(uid, pressure);
if (pressure > Atmospherics.WarningLowPressure)
goto default;
// Deal damage and ignore resistances. Resistance to pressure damage should be done via pressure protection gear.
_damageableSystem.TryChangeDamage(uid, barotrauma.Damage * Atmospherics.LowPressureDamage, true);
if (status == null) break;
if (pressure <= Atmospherics.HazardLowPressure)
{
status.ShowAlert(AlertType.LowPressure, 2);
break;
}
status.ShowAlert(AlertType.LowPressure, 1);
break;
// High pressure.
case >= Atmospherics.WarningHighPressure:
pressure = GetFeltHighPressure(uid, pressure);
if(pressure < Atmospherics.WarningHighPressure)
goto default;
var damageScale = (int) 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);
if (status == null) break;
if (pressure >= Atmospherics.HazardHighPressure)
{
status.ShowAlert(AlertType.HighPressure, 2);
break;
}
status.ShowAlert(AlertType.HighPressure, 1);
break;
// Normal pressure.
default:
status?.ClearAlertCategory(AlertCategory.Pressure);
break;
}
}
}
}
}

View File

@@ -0,0 +1,46 @@
using Robust.Shared.GameObjects;
namespace Content.Server.Atmos
{
public abstract class PressureEvent : EntityEventArgs
{
/// <summary>
/// The environment pressure.
/// </summary>
public float Pressure { get; }
/// <summary>
/// The modifier for the apparent pressure.
/// This number will be added to the environment pressure for calculation purposes.
/// It can be negative to reduce the felt pressure, or positive to increase it.
/// </summary>
/// <remarks>
/// Do not set this directly. Add to it, or subtract from it to modify it.
/// </remarks>
public float Modifier { get; set; } = 0f;
/// <summary>
/// The multiplier for the apparent pressure.
/// The environment pressure will be multiplied by this for calculation purposes.
/// </summary>
/// <remarks>
/// Do not set, add to or subtract from this directly. Multiply this by your multiplier only.
/// </remarks>
public float Multiplier { get; set; } = 1f;
protected PressureEvent(float pressure)
{
Pressure = pressure;
}
}
public class LowPressureEvent : PressureEvent
{
public LowPressureEvent(float pressure) : base(pressure) { }
}
public class HighPressureEvent : PressureEvent
{
public HighPressureEvent(float pressure) : base(pressure) { }
}
}

View File

@@ -7,7 +7,6 @@ using Content.Server.Clothing.Components;
using Content.Server.Hands.Components;
using Content.Server.Interaction;
using Content.Server.Items;
using Content.Server.Pressure;
using Content.Server.Storage.Components;
using Content.Shared.ActionBlocker;
using Content.Shared.Acts;
@@ -38,7 +37,7 @@ namespace Content.Server.Inventory.Components
{
[RegisterComponent]
[ComponentReference(typeof(SharedInventoryComponent))]
public class InventoryComponent : SharedInventoryComponent, IExAct, IPressureProtection, IEffectBlocker
public class InventoryComponent : SharedInventoryComponent, IExAct, IEffectBlocker
{
[Dependency] private readonly IEntitySystemManager _entitySystemManager = default!;
@@ -63,52 +62,6 @@ namespace Content.Server.Inventory.Components
}
}
// Optimization: Cache this
[ViewVariables]
public float HighPressureMultiplier
{
get
{
var multiplier = 1f;
foreach (var (slot, containerSlot) in _slotContainers)
{
foreach (var entity in containerSlot.ContainedEntities)
{
foreach (var protection in entity.GetAllComponents<IPressureProtection>())
{
multiplier *= protection.HighPressureMultiplier;
}
}
}
return multiplier;
}
}
// Optimization: Cache this
[ViewVariables]
public float LowPressureMultiplier
{
get
{
var multiplier = 1f;
foreach (var (slot, containerSlot) in _slotContainers)
{
foreach (var entity in containerSlot.ContainedEntities)
{
foreach (var protection in entity.GetAllComponents<IPressureProtection>())
{
multiplier *= protection.LowPressureMultiplier;
}
}
}
return multiplier;
}
}
public override float WalkSpeedModifier
{
get

View File

@@ -1,3 +1,4 @@
using Content.Server.Atmos;
using Content.Server.Inventory.Components;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
@@ -12,6 +13,8 @@ namespace Content.Server.Inventory
SubscribeLocalEvent<HumanInventoryControllerComponent, EntRemovedFromContainerMessage>(HandleRemovedFromContainer);
SubscribeLocalEvent<InventoryComponent, EntRemovedFromContainerMessage>(HandleInvRemovedFromContainer);
SubscribeLocalEvent<InventoryComponent, HighPressureEvent>(OnHighPressureEvent);
SubscribeLocalEvent<InventoryComponent, LowPressureEvent>(OnLowPressureEvent);
}
private static void HandleInvRemovedFromContainer(EntityUid uid, InventoryComponent component, EntRemovedFromContainerMessage args)
@@ -23,5 +26,23 @@ namespace Content.Server.Inventory
{
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);
}
}
}
}

View File

@@ -1,8 +0,0 @@
namespace Content.Server.Pressure
{
public interface IPressureProtection
{
public float HighPressureMultiplier { get; }
public float LowPressureMultiplier { get; }
}
}