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

@@ -1,61 +1,103 @@
using System;
using System.Diagnostics;
using Content.Shared.Atmos;
using Content.Shared.Damage;
using Content.Shared.GameObjects.Components.Damage;
using Content.Shared.Maths;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Temperature
{
public interface ITemperatureComponent : IComponent
{
float CurrentTemperature { get; }
}
/// <summary>
/// Handles changing temperature,
/// informing others of the current temperature,
/// and taking fire damage from high temperature.
/// </summary>
[RegisterComponent]
public class TemperatureComponent : Component, ITemperatureComponent
public class TemperatureComponent : Component
{
/// <inheritdoc />
public override string Name => "Temperature";
//TODO: should be programmatic instead of how it currently is
[ViewVariables] public float CurrentTemperature { get; private set; } = PhysicalConstants.ZERO_CELCIUS;
[ViewVariables] public float CurrentTemperature { get => _currentTemperature; set => _currentTemperature = value; }
float _fireDamageThreshold = 0;
float _fireDamageCoefficient = 1;
[ViewVariables] public float HeatDamageThreshold => _heatDamageThreshold;
[ViewVariables] public float ColdDamageThreshold => _coldDamageThreshold;
[ViewVariables] public float TempDamageCoefficient => _tempDamageCoefficient;
[ViewVariables] public float HeatCapacity {
get
{
if (Owner.TryGetComponent<ICollidableComponent>(out var physics))
{
return SpecificHeat * physics.Mass;
}
float _secondsSinceLastDamageUpdate = 0;
return Atmospherics.MinimumHeatCapacity;
}
}
[ViewVariables] public float SpecificHeat => _specificHeat;
private float _heatDamageThreshold;
private float _coldDamageThreshold;
private float _tempDamageCoefficient;
private float _currentTemperature;
private float _specificHeat;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _fireDamageThreshold, "firedamagethreshold", 0);
serializer.DataField(ref _fireDamageCoefficient, "firedamagecoefficient", 1);
serializer.DataField(ref _heatDamageThreshold, "heatDamageThreshold", 0);
serializer.DataField(ref _coldDamageThreshold, "coldDamageThreshold", 0);
serializer.DataField(ref _tempDamageCoefficient, "tempDamageCoefficient", 1);
serializer.DataField(ref _currentTemperature, "currentTemperature", Atmospherics.T20C);
serializer.DataField(ref _specificHeat, "specificHeat", Atmospherics.MinimumHeatCapacity);
}
/// <inheritdoc />
public void OnUpdate(float frameTime)
public void Update()
{
var fireDamage =
(int) Math.Floor(Math.Max(0, CurrentTemperature - _fireDamageThreshold) / _fireDamageCoefficient);
_secondsSinceLastDamageUpdate += frameTime;
Owner.TryGetComponent(out IDamageableComponent component);
while (_secondsSinceLastDamageUpdate >= 1)
var tempDamage = 0;
DamageType? damageType = null;
if (CurrentTemperature >= _heatDamageThreshold)
{
component?.ChangeDamage(DamageType.Heat, fireDamage, false, null);
_secondsSinceLastDamageUpdate -= 1;
tempDamage = (int) Math.Floor((CurrentTemperature - _heatDamageThreshold) * _tempDamageCoefficient);
damageType = DamageType.Heat;
}
else if (CurrentTemperature <= _coldDamageThreshold)
{
tempDamage = (int) Math.Floor((_coldDamageThreshold - CurrentTemperature) * _tempDamageCoefficient);
damageType = DamageType.Cold;
}
if (!damageType.HasValue) return;
if (!Owner.TryGetComponent(out IDamageableComponent component)) return;
component.ChangeDamage(damageType.Value, tempDamage, false);
Debug.Write($"Temp is: {CurrentTemperature}");
}
/// <summary>
/// Forcefully give heat to this component
/// </summary>
/// <param name="heatAmount"></param>
public void ReceiveHeat(float heatAmount)
{
CurrentTemperature += heatAmount / HeatCapacity;
}
/// <summary>
/// Forcefully remove heat from this component
/// </summary>
/// <param name="heatAmount"></param>
public void RemoveHeat(float heatAmount)
{
CurrentTemperature -= heatAmount / HeatCapacity;
}
}
}