* Make fires do less damage * Severely nerf fires and severely buff temperature protection * fuck it, i'll nerf it so hard and we can buff it later if we decide * new scaling func * fix * unused * reviews + balance metabolism heat + reduce atmos air temp transfer efficiency * little more balance * just a wee bit more * slight adjustment
75 lines
2.4 KiB
C#
75 lines
2.4 KiB
C#
using Content.Shared.Atmos;
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using Content.Shared.Damage;
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using Content.Shared.FixedPoint;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Physics;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Temperature.Components
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{
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/// <summary>
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/// Handles changing temperature,
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/// informing others of the current temperature,
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/// and taking fire damage from high temperature.
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/// </summary>
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[RegisterComponent]
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public class TemperatureComponent : Component
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{
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/// <inheritdoc />
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public override string Name => "Temperature";
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[ViewVariables(VVAccess.ReadWrite)]
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public float CurrentTemperature { get; set; } = Atmospherics.T20C;
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[DataField("heatDamageThreshold")]
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[ViewVariables(VVAccess.ReadWrite)]
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public float HeatDamageThreshold = 360f;
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[DataField("coldDamageThreshold")]
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[ViewVariables(VVAccess.ReadWrite)]
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public float ColdDamageThreshold = 260f;
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[DataField("specificHeat")]
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[ViewVariables(VVAccess.ReadWrite)]
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public float SpecificHeat = 50f;
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/// <summary>
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/// How well does the air surrounding you merge into your body temperature?
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/// </summary>
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[DataField("atmosTemperatureTransferEfficiency")]
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[ViewVariables(VVAccess.ReadWrite)]
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public float AtmosTemperatureTransferEfficiency = 0.1f;
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[ViewVariables] public float HeatCapacity
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{
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get
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{
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if (Owner.TryGetComponent<IPhysBody>(out var physics))
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{
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return SpecificHeat * physics.Mass;
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}
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return Atmospherics.MinimumHeatCapacity;
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}
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}
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[DataField("coldDamage", required: true)]
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[ViewVariables(VVAccess.ReadWrite)]
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public DamageSpecifier ColdDamage = default!;
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[DataField("heatDamage", required: true)]
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[ViewVariables(VVAccess.ReadWrite)]
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public DamageSpecifier HeatDamage = default!;
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/// <summary>
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/// Temperature won't do more than this amount of damage per second.
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///
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/// Okay it genuinely reaches this basically immediately for a plasma fire.
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/// </summary>
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[DataField("damageCap")]
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[ViewVariables(VVAccess.ReadWrite)]
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public FixedPoint2 DamageCap = FixedPoint2.New(8);
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}
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}
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