Refactors TemperatureComponent and AtmosExposed to ECS (#4927)
Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
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@@ -4,6 +4,7 @@ using Content.Server.Atmos.Components;
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using Content.Server.Stunnable;
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using Content.Server.Stunnable.Components;
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using Content.Server.Temperature.Components;
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using Content.Server.Temperature.Systems;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Alert;
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using Content.Shared.Atmos;
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@@ -27,6 +28,7 @@ namespace Content.Server.Atmos.EntitySystems
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
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[Dependency] private readonly StunSystem _stunSystem = default!;
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[Dependency] private readonly TemperatureSystem _temperatureSystem = default!;
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private const float MinimumFireStacks = -10f;
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private const float MaximumFireStacks = 20f;
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@@ -207,14 +209,10 @@ namespace Content.Server.Atmos.EntitySystems
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if (flammable.FireStacks > 0)
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{
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if (flammable.Owner.TryGetComponent(out TemperatureComponent? temp))
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{
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temp.ReceiveHeat(200 * flammable.FireStacks);
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}
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_temperatureSystem.ReceiveHeat(uid, 200 * flammable.FireStacks);
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// TODO ATMOS Fire resistance from armor
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var damageScale = Math.Min((int) (flammable.FireStacks * 2.5f), 10);
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_damageableSystem.TryChangeDamage(flammable.Owner.Uid, flammable.Damage * damageScale);
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_damageableSystem.TryChangeDamage(uid, flammable.Damage * damageScale);
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AdjustFireStacks(uid, -0.1f * (flammable.Resisting ? 10f : 1f), flammable);
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}
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