Adds barotrauma (pressure damage) (#1605)
* Adds barotrauma, disables it for now * At least show status effect, but don't damage the mobs * Fix switch misuse
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@@ -462,7 +462,7 @@ namespace Content.Server.Atmos
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continue;
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reaction = prototype.React(this, holder);
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if(reaction.HasFlag(ReactionResult.NoReaction))
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if(reaction.HasFlag(ReactionResult.StopReactions))
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break;
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}
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}
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@@ -13,7 +13,7 @@ namespace Content.Server.Atmos.Reactions
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{
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NoReaction = 0,
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Reacting = 1,
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StopReactions = 2,
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}
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[Prototype("gasReaction")]
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@@ -0,0 +1,98 @@
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using System.Runtime.CompilerServices;
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using CannyFastMath;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces.GameObjects;
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using Content.Shared.Atmos;
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using Content.Shared.GameObjects.Components.Mobs;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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namespace Content.Server.GameObjects.Components.Atmos
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{
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/// <summary>
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/// Barotrauma: injury because of changes in air pressure.
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/// </summary>
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[RegisterComponent]
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public class BarotraumaComponent : Component
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{
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public override string Name => "Barotrauma";
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Update(float frameTime)
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{
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if (!Owner.TryGetComponent(out DamageableComponent damageable)) return;
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Owner.TryGetComponent(out ServerStatusEffectsComponent status);
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var coordinates = Owner.Transform.GridPosition;
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var gridAtmos = EntitySystem.Get<AtmosphereSystem>().GetGridAtmosphere(coordinates.GridID);
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var tile = gridAtmos?.GetTile(coordinates);
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var pressure = 1f;
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var highPressureMultiplier = 1f;
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var lowPressureMultiplier = 1f;
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foreach (var protection in Owner.GetAllComponents<IPressureProtection>())
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{
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highPressureMultiplier *= protection.HighPressureMultiplier;
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lowPressureMultiplier *= protection.LowPressureMultiplier;
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}
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if (tile?.Air != null)
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pressure = MathF.Max(tile.Air.Pressure, 1f);
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switch (pressure)
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{
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// Low pressure.
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case var p when p <= Atmospherics.WarningLowPressure:
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pressure *= lowPressureMultiplier;
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if(pressure > Atmospherics.WarningLowPressure)
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goto default;
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// TODO ATMOS Uncomment this when saltern is pressurized
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//damageable.TakeDamage(DamageType.Brute, Atmospherics.LowPressureDamage, Owner, null);
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if (status == null) break;
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if (pressure <= Atmospherics.HazardLowPressure)
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{
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status.ChangeStatusEffect(StatusEffect.Pressure, "/Textures/Interface/StatusEffects/Pressure/lowpressure2.png", null);
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break;
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}
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status.ChangeStatusEffect(StatusEffect.Pressure, "/Textures/Interface/StatusEffects/Pressure/lowpressure1.png", null);
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break;
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// High pressure.
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case var p when p >= Atmospherics.WarningHighPressure:
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pressure *= highPressureMultiplier;
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if(pressure < Atmospherics.WarningHighPressure)
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goto default;
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var damage = (int) MathF.Min((pressure / Atmospherics.HazardHighPressure) * Atmospherics.PressureDamageCoefficient, Atmospherics.MaxHighPressureDamage);
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// TODO ATMOS Uncomment this when saltern is pressurized
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//damageable.TakeDamage(DamageType.Brute, damage, Owner, null);
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if (status == null) break;
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if (pressure >= Atmospherics.HazardHighPressure)
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{
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status.ChangeStatusEffect(StatusEffect.Pressure, "/Textures/Interface/StatusEffects/Pressure/highpressure2.png", null);
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break;
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}
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status.ChangeStatusEffect(StatusEffect.Pressure, "/Textures/Interface/StatusEffects/Pressure/highpressure1.png", null);
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break;
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// Normal pressure.
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default:
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status?.RemoveStatusEffect(StatusEffect.Pressure);
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break;
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}
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}
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}
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}
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@@ -0,0 +1,27 @@
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using Content.Server.Interfaces.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Atmos
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{
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[RegisterComponent]
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public class PressureProtectionComponent : Component, IPressureProtection
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{
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public override string Name => "PressureProtection";
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[ViewVariables]
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public float HighPressureMultiplier { get; private set; }
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[ViewVariables]
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public float LowPressureMultiplier { get; private set; }
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(this, x => HighPressureMultiplier, "highPressureMultiplier", 1f);
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serializer.DataField(this, x => LowPressureMultiplier, "lowPressureMultiplier", 1f);
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}
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}
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}
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@@ -8,6 +8,7 @@ using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Server.GameObjects.EntitySystems.Click;
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using Content.Server.Interfaces.GameObjects.Components.Interaction;
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using Content.Server.Interfaces;
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using Content.Server.Interfaces.GameObjects;
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using Content.Shared.GameObjects;
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using Content.Shared.GameObjects.EntitySystems;
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using Robust.Server.GameObjects.Components.Container;
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@@ -26,7 +27,7 @@ using static Content.Shared.GameObjects.SharedInventoryComponent.ClientInventory
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namespace Content.Server.GameObjects
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{
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[RegisterComponent]
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public class InventoryComponent : SharedInventoryComponent, IExAct, IEffectBlocker
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public class InventoryComponent : SharedInventoryComponent, IExAct, IEffectBlocker, IPressureProtection
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{
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#pragma warning disable 649
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[Dependency] private readonly IEntitySystemManager _entitySystemManager;
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@@ -51,6 +52,52 @@ namespace Content.Server.GameObjects
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}
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}
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// Optimization: Cache this
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[ViewVariables]
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public float HighPressureMultiplier
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{
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get
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{
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var multiplier = 1f;
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foreach (var (slot, containerSlot) in SlotContainers)
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{
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foreach (var entity in containerSlot.ContainedEntities)
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{
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foreach (var protection in entity.GetAllComponents<IPressureProtection>())
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{
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multiplier *= protection.HighPressureMultiplier;
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}
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}
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}
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return multiplier;
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}
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}
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// Optimization: Cache this
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[ViewVariables]
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public float LowPressureMultiplier
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{
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get
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{
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var multiplier = 1f;
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foreach (var (slot, containerSlot) in SlotContainers)
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{
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foreach (var entity in containerSlot.ContainedEntities)
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{
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foreach (var protection in entity.GetAllComponents<IPressureProtection>())
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{
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multiplier *= protection.LowPressureMultiplier;
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}
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}
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}
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return multiplier;
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}
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}
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bool IEffectBlocker.CanSlip()
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{
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if(Owner.TryGetComponent(out InventoryComponent inventoryComponent) &&
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29
Content.Server/GameObjects/EntitySystems/BarotraumaSystem.cs
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29
Content.Server/GameObjects/EntitySystems/BarotraumaSystem.cs
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@@ -0,0 +1,29 @@
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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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namespace Content.Server.GameObjects.EntitySystems
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{
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[UsedImplicitly]
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public class BarotraumaSystem : EntitySystem
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{
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private const float TimePerUpdate = 0.5f;
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private float _timer = 0f;
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/// <inheritdoc />
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public override void Update(float frameTime)
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{
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_timer += frameTime;
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if (_timer < TimePerUpdate) return;
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_timer = 0f;
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foreach (var barotraumaComp in ComponentManager.EntityQuery<BarotraumaComponent>())
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{
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barotraumaComp.Update(frameTime);
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}
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}
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}
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}
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@@ -0,0 +1,8 @@
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namespace Content.Server.Interfaces.GameObjects
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{
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public interface IPressureProtection
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{
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public float HighPressureMultiplier { get; }
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public float LowPressureMultiplier { get; }
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}
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}
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@@ -158,6 +158,44 @@ namespace Content.Shared.Atmos
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public const float PhoronUpperTemperature = (1370f+T0C);
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public const float PhoronOxygenFullburn = 10f;
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public const float PhoronBurnRateDelta = 9f;
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/// <summary>
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/// Determines at what pressure the ultra-high pressure red icon is displayed.
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/// </summary>
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public const float HazardHighPressure = 550f;
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/// <summary>
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/// Determines when the orange pressure icon is displayed.
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/// </summary>
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public const float WarningHighPressure = 0.7f * HazardHighPressure;
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/// <summary>
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/// Determines when the gray low pressure icon is displayed.
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/// </summary>
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public const float WarningLowPressure = 2.5f * HazardLowPressure;
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/// <summary>
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/// Determines when the black ultra-low pressure icon is displayed.
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/// </summary>
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public const float HazardLowPressure = 20f;
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/// <summary>
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/// The amount of pressure damage someone takes is equal to (pressure / HAZARD_HIGH_PRESSURE)*PRESSURE_DAMAGE_COEFFICIENT,
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/// with the maximum of MaxHighPressureDamage.
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/// </summary>
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public const float PressureDamageCoefficient = 4;
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/// <summary>
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/// Maximum amount of damage that can be endured with high pressure.
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/// </summary>
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public const int MaxHighPressureDamage = 4;
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/// <summary>
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/// The amount of damage someone takes when in a low pressure area
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/// (The pressure threshold is so low that it doesn't make sense to do any calculations,
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/// so it just applies this flat value).
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/// </summary>
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public const int LowPressureDamage = 4;
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}
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/// <summary>
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@@ -56,6 +56,7 @@ namespace Content.Shared.GameObjects.Components.Mobs
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Health,
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Hunger,
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Thirst,
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Pressure,
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Stun,
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Buckled,
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Piloting,
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@@ -12,6 +12,7 @@
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- type: Hands
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- type: MovementSpeedModifier
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- type: MovedByPressure
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- type: Barotrauma
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- type: DamageOnHighSpeedImpact
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soundHit: /Audio/Effects/hit_kick.ogg
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- type: Hunger
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@@ -0,0 +1,47 @@
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{
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"version": 1,
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"size": {
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"x": 32,
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"y": 32
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},
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"license": "CC-BY-SA 3.0",
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"copyright": "Taken from https://github.com/tgstation/tgstation at 04e43d8c1d5097fdb697addd4395fb849dd341bd",
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"states": [
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{
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"name": "highpressure1",
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"directions": 1,
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"delays": [
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[
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1.0
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]
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]
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},
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{
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"name": "highpressure2",
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"directions": 1,
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"delays": [
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[
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1.0
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]
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]
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},
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{
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"name": "lowpressure1",
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"directions": 1,
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"delays": [
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[
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1.0
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]
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]
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},
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{
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"name": "lowpressure2",
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"directions": 1,
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"delays": [
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[
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1.0
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]
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]
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}
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]
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}
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@@ -45,6 +45,7 @@
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<s:String x:Key="/Default/FilterSettingsManager/CoverageFilterXml/@EntryValue"><data><IncludeFilters /><ExcludeFilters><Filter ModuleMask="*.UnitTesting" ModuleVersionMask="*" ClassMask="*" FunctionMask="*" IsEnabled="True" /></ExcludeFilters></data></s:String>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=Atmos/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=autoconnect/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=Barotrauma/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/UserDictionary/Words/=BYOND/@EntryIndexedValue">True</s:Boolean>
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<s:String x:Key="/Default/FilterSettingsManager/AttributeFilterXml/@EntryValue"><data /></s:String>
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<s:String x:Key="/Default/FilterSettingsManager/CoverageFilterXml/@EntryValue"><data><IncludeFilters /><ExcludeFilters><Filter ModuleMask="Lidgren.Network" ModuleVersionMask="*" ClassMask="*" FunctionMask="*" IsEnabled="True" /></ExcludeFilters></data></s:String>
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