using System;
using Content.Server.GameObjects.Components.Mobs;
using Content.Shared.Alert;
using Content.Shared.Atmos;
using Content.Shared.Damage;
using Content.Shared.GameObjects.Components.Damage;
using Robust.Shared.GameObjects;
using Robust.Shared.Physics;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Temperature
{
///
/// Handles changing temperature,
/// informing others of the current temperature,
/// and taking fire damage from high temperature.
///
[RegisterComponent]
public class TemperatureComponent : Component
{
///
public override string Name => "Temperature";
[ViewVariables] public float CurrentTemperature { get => _currentTemperature; set => _currentTemperature = value; }
[ViewVariables] public float HeatDamageThreshold => _heatDamageThreshold;
[ViewVariables] public float ColdDamageThreshold => _coldDamageThreshold;
[ViewVariables] public float TempDamageCoefficient => _tempDamageCoefficient;
[ViewVariables] public float HeatCapacity {
get
{
if (Owner.TryGetComponent(out var physics))
{
return SpecificHeat * physics.Mass;
}
return Atmospherics.MinimumHeatCapacity;
}
}
[ViewVariables] public float SpecificHeat => _specificHeat;
[DataField("heatDamageThreshold")]
private float _heatDamageThreshold = default;
[DataField("coldDamageThreshold")]
private float _coldDamageThreshold = default;
[DataField("tempDamageCoefficient")]
private float _tempDamageCoefficient = 1;
[DataField("currentTemperature")]
private float _currentTemperature = Atmospherics.T20C;
[DataField("specificHeat")]
private float _specificHeat = Atmospherics.MinimumHeatCapacity;
public void Update()
{
var tempDamage = 0;
DamageType? damageType = null;
if (CurrentTemperature >= _heatDamageThreshold)
{
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 (Owner.TryGetComponent(out ServerAlertsComponent? status))
{
switch (CurrentTemperature)
{
// Cold strong.
case var t when t <= 260:
status.ShowAlert(AlertType.Cold, 3);
break;
// Cold mild.
case var t when t <= 280 && t > 260:
status.ShowAlert(AlertType.Cold, 2);
break;
// Cold weak.
case var t when t <= 292 && t > 280:
status.ShowAlert(AlertType.Cold, 1);
break;
// Safe.
case var t when t <= 327 && t > 292:
status.ClearAlertCategory(AlertCategory.Temperature);
break;
// Heat weak.
case var t when t <= 335 && t > 327:
status.ShowAlert(AlertType.Hot, 1);
break;
// Heat mild.
case var t when t <= 345 && t > 335:
status.ShowAlert(AlertType.Hot, 2);
break;
// Heat strong.
case var t when t > 345:
status.ShowAlert(AlertType.Hot, 3);
break;
}
}
if (!damageType.HasValue) return;
if (!Owner.TryGetComponent(out IDamageableComponent? component)) return;
component.ChangeDamage(damageType.Value, tempDamage, false);
}
///
/// Forcefully give heat to this component
///
///
public void ReceiveHeat(float heatAmount)
{
CurrentTemperature += heatAmount / HeatCapacity;
}
///
/// Forcefully remove heat from this component
///
///
public void RemoveHeat(float heatAmount)
{
CurrentTemperature -= heatAmount / HeatCapacity;
}
}
}