Unique gas serialization for atmos (#1629)

* Add unique gas mixture serialization for atmos

* Refactor doAfterEventArgs

* Adds atmos commands

* Roundstard now has correct ratio of gases

* Fixed hashcode for gasmixture, better grid atmos serialization

* Airlocks create gas based on adjacent tiles now.

* Enables barotrauma component damage
This commit is contained in:
Víctor Aguilera Puerto
2020-08-09 16:52:59 +02:00
committed by GitHub
parent 4fe1083bfb
commit 7293d985a5
9 changed files with 11060 additions and 49 deletions

View File

@@ -4,6 +4,7 @@ using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.EntitySystems;
using Content.Server.Interfaces.GameObjects;
using Content.Shared.Atmos;
using Content.Shared.GameObjects;
using Content.Shared.GameObjects.Components.Mobs;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
@@ -50,8 +51,7 @@ namespace Content.Server.GameObjects.Components.Atmos
if(pressure > Atmospherics.WarningLowPressure)
goto default;
// TODO ATMOS Uncomment this when saltern is pressurized
//damageable.TakeDamage(DamageType.Brute, Atmospherics.LowPressureDamage, Owner, null);
damageable.TakeDamage(DamageType.Brute, Atmospherics.LowPressureDamage, Owner);
if (status == null) break;
@@ -73,8 +73,7 @@ namespace Content.Server.GameObjects.Components.Atmos
var damage = (int) MathF.Min((pressure / Atmospherics.HazardHighPressure) * Atmospherics.PressureDamageCoefficient, Atmospherics.MaxHighPressureDamage);
// TODO ATMOS Uncomment this when saltern is pressurized
//damageable.TakeDamage(DamageType.Brute, damage, Owner, null);
damageable.TakeDamage(DamageType.Brute, damage, Owner);
if (status == null) break;