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
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using Content.Server.Atmos;
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using Content.Server.GameObjects.Components.Atmos;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Server.GameObjects.EntitySystems
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{
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[UsedImplicitly]
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public class AtmosExposedSystem
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: EntitySystem
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{
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[Dependency] private readonly IEntityManager _entityManager = default!;
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private const float UpdateDelay = 3f;
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private float _lastUpdate;
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public override void Update(float frameTime)
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{
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_lastUpdate += frameTime;
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if (_lastUpdate < UpdateDelay) return;
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var atmoSystem = EntitySystemManager.GetEntitySystem<AtmosphereSystem>();
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// creadth: everything exposable by atmo should be updated as well
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foreach (var atmosExposedComponent in EntityManager.ComponentManager.EntityQuery<AtmosExposedComponent>())
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{
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var tile = atmosExposedComponent.Owner.Transform.Coordinates.GetTileAtmosphere(_entityManager);
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if (tile == null) continue;
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atmosExposedComponent.Update(tile, _lastUpdate);
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}
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_lastUpdate = 0;
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}
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}
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}
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