using Content.Server.Interfaces.GameObjects;
using Content.Shared.Maths;
using System;
using SS14.Shared.GameObjects;
using SS14.Shared.Utility;
using YamlDotNet.RepresentationModel;
using Content.Shared.GameObjects;
namespace Content.Server.GameObjects
{
///
/// Handles changing temperature,
/// informing others of the current temperature,
/// and taking fire damage from high temperature.
///
public class TemperatureComponent : Component, ITemperatureComponent
{
///
public override string Name => "Temperature";
///
public override uint? NetID => ContentNetIDs.TEMPERATURE;
//TODO: should be programmatic instead of how it currently is
public float CurrentTemperature { get; private set; } = PhysicalConstants.ZERO_CELCIUS;
float _fireDamageThreshold = 0;
float _fireDamageCoefficient = 1;
float _secondsSinceLastDamageUpdate = 0;
///
public override void LoadParameters(YamlMappingNode mapping)
{
YamlNode node;
if (mapping.TryGetNode("firedamagethreshold", out node))
{
_fireDamageThreshold = node.AsFloat();
}
if (mapping.TryGetNode("firedamagecoefficient", out node))
{
_fireDamageCoefficient = node.AsFloat();
}
}
///
public override void Update(float frameTime)
{
base.Update(frameTime);
int fireDamage = (int)Math.Floor(Math.Max(0, CurrentTemperature - _fireDamageThreshold) / _fireDamageCoefficient);
_secondsSinceLastDamageUpdate += frameTime;
Owner.TryGetComponent(out DamageableComponent component);
while (_secondsSinceLastDamageUpdate >= 1)
{
component?.TakeDamage(DamageType.Heat, fireDamage);
_secondsSinceLastDamageUpdate -= 1;
}
}
}
}