using Content.Shared.Atmos;
using Content.Shared.Damage;
using Content.Shared.FixedPoint;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Physics;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.Temperature.Components
{
///
/// Handles changing temperature,
/// informing others of the current temperature,
/// and taking fire damage from high temperature.
///
[RegisterComponent]
public sealed class TemperatureComponent : Component
{
[ViewVariables(VVAccess.ReadWrite)]
public float CurrentTemperature { get; set; } = Atmospherics.T20C;
[DataField("heatDamageThreshold")]
[ViewVariables(VVAccess.ReadWrite)]
public float HeatDamageThreshold = 360f;
[DataField("coldDamageThreshold")]
[ViewVariables(VVAccess.ReadWrite)]
public float ColdDamageThreshold = 260f;
[DataField("specificHeat")]
[ViewVariables(VVAccess.ReadWrite)]
public float SpecificHeat = 50f;
///
/// How well does the air surrounding you merge into your body temperature?
///
[DataField("atmosTemperatureTransferEfficiency")]
[ViewVariables(VVAccess.ReadWrite)]
public float AtmosTemperatureTransferEfficiency = 0.1f;
[ViewVariables] public float HeatCapacity
{
get
{
if (IoCManager.Resolve().TryGetComponent(Owner, out var physics) && physics.Mass != 0)
{
return SpecificHeat * physics.Mass;
}
return Atmospherics.MinimumHeatCapacity;
}
}
[DataField("coldDamage", required: true)]
[ViewVariables(VVAccess.ReadWrite)]
public DamageSpecifier ColdDamage = default!;
[DataField("heatDamage", required: true)]
[ViewVariables(VVAccess.ReadWrite)]
public DamageSpecifier HeatDamage = default!;
///
/// Temperature won't do more than this amount of damage per second.
///
/// Okay it genuinely reaches this basically immediately for a plasma fire.
///
[DataField("damageCap")]
[ViewVariables(VVAccess.ReadWrite)]
public FixedPoint2 DamageCap = FixedPoint2.New(8);
///
/// Used to keep track of when damage starts/stops. Useful for logs.
///
public bool TakingDamage = false;
}
}