Fire damage (#2024)

* Moved the uplink creation code to the PresetSuspicion.Start method to ensure uplink created when we give the traitor role
Moved the starting TC balance to cvars

* Added component to handle interaction with Atmospheric system
Added damage from high and cold temperature

* renamed AtmoExposable to AtmosExposed
moved AtmosExposed updates to its own system
refactored TemperatureComponent
renamed fire to heat
added null check for Air
added self-heating and self-cooling to body system

* small refactoring for checking on airless tile in MetabolismComponent

* Added component to handle interaction with Atmospheric system
Added damage from high and cold temperature

* renamed AtmoExposable to AtmosExposed
moved AtmosExposed updates to its own system
refactored TemperatureComponent
renamed fire to heat
added null check for Air
added self-heating and self-cooling to body system

* small refactoring for checking on airless tile in MetabolismComponent

* Removed Pressure property from BarotraumaComponent
Changed CanShiver method to match style of other CanX method in ActionBlockerSystem

* Merged EntityCoordinates and changed components to reflect the change

* Fix typo

* Wrapped string to Loc.GetString
Added CanSweat
Refactored dead state check
This commit is contained in:
creadth
2020-09-09 18:03:27 +03:00
committed by GitHub
parent 5120627ca2
commit 7baa0a4391
16 changed files with 355 additions and 108 deletions

View File

@@ -1,14 +1,12 @@
using System;
using System.Runtime.CompilerServices;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.EntitySystems;
using Content.Server.Interfaces.GameObjects;
using Content.Shared.Atmos;
using Content.Shared.GameObjects.Components.Damage;
using Content.Shared.Damage;
using Content.Shared.GameObjects.Components.Mobs;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
namespace Content.Server.GameObjects.Components.Atmos
@@ -19,21 +17,14 @@ namespace Content.Server.GameObjects.Components.Atmos
[RegisterComponent]
public class BarotraumaComponent : Component
{
[Robust.Shared.IoC.Dependency] private readonly IEntityManager _entityManager = default!;
public override string Name => "Barotrauma";
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Update(float frameTime)
public void Update(float airPressure)
{
if (!Owner.TryGetComponent(out IDamageableComponent damageable)) return;
Owner.TryGetComponent(out ServerStatusEffectsComponent status);
var coordinates = Owner.Transform.Coordinates;
var gridAtmos = EntitySystem.Get<AtmosphereSystem>().GetGridAtmosphere(coordinates.GetGridId(_entityManager));
var tile = gridAtmos?.GetTile(coordinates);
var pressure = 1f;
var highPressureMultiplier = 1f;
var lowPressureMultiplier = 1f;
@@ -43,8 +34,7 @@ namespace Content.Server.GameObjects.Components.Atmos
lowPressureMultiplier *= protection.LowPressureMultiplier;
}
if (tile?.Air != null)
pressure = MathF.Max(tile.Air.Pressure, 1f);
var pressure = MathF.Max(airPressure, 1f);
switch (pressure)
{