using System; using System.Collections.Generic; using System.Linq; using Content.Server.Alert; using Content.Server.Atmos.Components; using Content.Server.Atmos.EntitySystems; using Content.Server.Temperature.Components; using Content.Shared.Alert; using Content.Shared.Damage; using Content.Shared.FixedPoint; using Robust.Shared.GameObjects; using Robust.Shared.IoC; namespace Content.Server.Temperature.Systems { public class TemperatureSystem : EntitySystem { [Dependency] private readonly DamageableSystem _damageableSystem = default!; [Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!; /// /// All the components that will have their damage updated at the end of the tick. /// This is done because both AtmosExposed and Flammable call ChangeHeat in the same tick, meaning /// that we need some mechanism to ensure it doesn't double dip on damage for both calls. /// public HashSet ShouldUpdateDamage = new(); public float UpdateInterval = 1.0f; private float _accumulatedFrametime = 0.0f; public override void Initialize() { SubscribeLocalEvent(EnqueueDamage); SubscribeLocalEvent(OnAtmosExposedUpdate); SubscribeLocalEvent(ServerAlert); SubscribeLocalEvent(OnTemperatureChangeAttempt); } public override void Update(float frameTime) { base.Update(frameTime); _accumulatedFrametime += frameTime; if (_accumulatedFrametime < UpdateInterval) return; _accumulatedFrametime -= UpdateInterval; if (!ShouldUpdateDamage.Any()) return; foreach (var comp in ShouldUpdateDamage) { if (comp.Deleted || comp.Paused) continue; ChangeDamage(comp.OwnerUid, comp); } ShouldUpdateDamage.Clear(); } public void ForceChangeTemperature(EntityUid uid, float temp, TemperatureComponent? temperature = null) { if (Resolve(uid, ref temperature)) { float lastTemp = temperature.CurrentTemperature; float delta = temperature.CurrentTemperature - temp; temperature.CurrentTemperature = temp; RaiseLocalEvent(uid, new OnTemperatureChangeEvent(temperature.CurrentTemperature, lastTemp, delta)); } } public void ChangeHeat(EntityUid uid, float heatAmount, bool ignoreHeatResistance=false, TemperatureComponent? temperature = null) { if (Resolve(uid, ref temperature)) { if (!ignoreHeatResistance) { var ev = new ModifyChangedTemperatureEvent(heatAmount); RaiseLocalEvent(uid, ev, false); heatAmount = ev.TemperatureDelta; } float lastTemp = temperature.CurrentTemperature; temperature.CurrentTemperature += heatAmount / temperature.HeatCapacity; float delta = temperature.CurrentTemperature - lastTemp; RaiseLocalEvent(uid, new OnTemperatureChangeEvent(temperature.CurrentTemperature, lastTemp, delta)); } } private void OnAtmosExposedUpdate(EntityUid uid, TemperatureComponent temperature, ref AtmosExposedUpdateEvent args) { var temperatureDelta = args.GasMixture.Temperature - temperature.CurrentTemperature; var tileHeatCapacity = _atmosphereSystem.GetHeatCapacity(args.GasMixture); var heat = temperatureDelta * (tileHeatCapacity * temperature.HeatCapacity / (tileHeatCapacity + temperature.HeatCapacity)); ChangeHeat(uid, heat * temperature.AtmosTemperatureTransferEfficiency, temperature: temperature ); } private void ServerAlert(EntityUid uid, ServerAlertsComponent status, OnTemperatureChangeEvent args) { switch (args.CurrentTemperature) { // Cold strong. case <= 260: status.ShowAlert(AlertType.Cold, 3); break; // Cold mild. case <= 280 and > 260: status.ShowAlert(AlertType.Cold, 2); break; // Cold weak. case <= 292 and > 280: status.ShowAlert(AlertType.Cold, 1); break; // Safe. case <= 327 and > 292: status.ClearAlertCategory(AlertCategory.Temperature); break; // Heat weak. case <= 335 and > 327: status.ShowAlert(AlertType.Hot, 1); break; // Heat mild. case <= 360 and > 335: status.ShowAlert(AlertType.Hot, 2); break; // Heat strong. case > 360: status.ShowAlert(AlertType.Hot, 3); break; } } private void EnqueueDamage(EntityUid uid, TemperatureComponent component, OnTemperatureChangeEvent args) { ShouldUpdateDamage.Add(component); } private void ChangeDamage(EntityUid uid, TemperatureComponent temperature) { if (!EntityManager.TryGetComponent(uid, out var damage)) return; // See this link for where the scaling func comes from: // https://www.desmos.com/calculator/0vknqtdvq9 // Based on a logistic curve, which caps out at MaxDamage var heatK = 0.005; var a = 1; var y = temperature.DamageCap; var c = y * 2; if (temperature.CurrentTemperature >= temperature.HeatDamageThreshold) { var diff = Math.Abs(temperature.CurrentTemperature - temperature.HeatDamageThreshold); var tempDamage = c / (1 + a * Math.Pow(Math.E, -heatK * diff)) - y; _damageableSystem.TryChangeDamage(uid, temperature.HeatDamage * tempDamage); } else if (temperature.CurrentTemperature <= temperature.ColdDamageThreshold) { var diff = Math.Abs(temperature.CurrentTemperature - temperature.ColdDamageThreshold); var tempDamage = Math.Sqrt(diff * (Math.Pow(temperature.DamageCap.Double(), 2) / temperature.ColdDamageThreshold)); _damageableSystem.TryChangeDamage(uid, temperature.ColdDamage * tempDamage); } } private void OnTemperatureChangeAttempt(EntityUid uid, TemperatureProtectionComponent component, ModifyChangedTemperatureEvent args) { args.TemperatureDelta *= component.Coefficient; } } public class OnTemperatureChangeEvent : EntityEventArgs { public float CurrentTemperature { get; } public float LastTemperature { get; } public float TemperatureDelta { get; } public OnTemperatureChangeEvent(float current, float last, float delta) { CurrentTemperature = current; LastTemperature = last; TemperatureDelta = delta; } } public class ModifyChangedTemperatureEvent : EntityEventArgs { public float TemperatureDelta; public ModifyChangedTemperatureEvent(float temperature) { TemperatureDelta = temperature; } } }