Files
tbd-station-14/Content.Server/Temperature/Systems/TemperatureSystem.cs
Princess Cheeseballs 4059c29ebc Entity effects ECS refactor (#40580)
* LOCKED THE FUCK IN

* Forgot this little fella

* Crying

* All entity effects ported, needs cleanup still

* Commit

* HEHEHEHAW

* Shelve for now

* fixe

* Big

* First big chunk of changes

* Big if true

* Commit

* IT BUILDS!!!

* Fix LINTER fails

* Cleanup

* Scale working, cut down on some evil code

* Delete old Entity Effects

* Accidentally breaking shit by fixing bugs

* Fix a bunch of effects not working

* Fix reagent thresholds

* Update damage

* Wait don't change the gas metabolisms A

* Cleanup

* more fixes

* Eh

* Misc fixes and jank

* Remove two things, add bullshit, change condition to inverted

* Remove unused "Shared" system structure

* Namespace fix

* merge conflicts/cleanup

* More fixes

* Guidebook text begins

* Shelve

* Push

* More shit to push

* Fix

* Fix merg conflicts

* BLOOD FOR THE BLOOD GOD!!!

* Mild cleanup and lists

* Fix localization and comments

* Shuffle localization around a bit.

* All done?

* Nearly everything

* Is this the end?

* Whoops forgot to remove that TODO

* Get rid of some warnings for good measure...

* It's done

* Should make those virtual in case we want to override them tbqh...

* Update Content.Shared/EntityEffects/Effects/Botany/PlantAttributes/PlantDestroySeeds.cs

Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>

* Fix test fails real

* Add to codeowners

* Documentation to everything

* Forgot to push whoops

* Standardize Condition names

* Fix up metabolism a little as a treat

* review

* add IsServer checks

---------

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
2025-10-12 21:23:42 +00:00

415 lines
17 KiB
C#

using System.Linq;
using Content.Server.Administration.Logs;
using Content.Server.Atmos.EntitySystems;
using Content.Server.Body.Components;
using Content.Server.Temperature.Components;
using Content.Shared.Alert;
using Content.Shared.Atmos;
using Content.Shared.Damage;
using Content.Shared.Database;
using Content.Shared.Inventory;
using Content.Shared.Rejuvenate;
using Content.Shared.Temperature;
using Robust.Shared.Prototypes;
using Content.Shared.Projectiles;
using Content.Shared.Temperature.Components;
using Content.Shared.Temperature.Systems;
namespace Content.Server.Temperature.Systems;
public sealed class TemperatureSystem : SharedTemperatureSystem
{
[Dependency] private readonly AlertsSystem _alerts = default!;
[Dependency] private readonly AtmosphereSystem _atmosphere = default!;
[Dependency] private readonly DamageableSystem _damageable = default!;
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
[Dependency] private readonly TemperatureSystem _temperature = default!;
/// <summary>
/// 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.
/// </summary>
public HashSet<Entity<TemperatureComponent>> ShouldUpdateDamage = new();
public float UpdateInterval = 1.0f;
private float _accumulatedFrametime;
public static readonly ProtoId<AlertCategoryPrototype> TemperatureAlertCategory = "Temperature";
public override void Initialize()
{
SubscribeLocalEvent<TemperatureComponent, OnTemperatureChangeEvent>(EnqueueDamage);
SubscribeLocalEvent<TemperatureComponent, AtmosExposedUpdateEvent>(OnAtmosExposedUpdate);
SubscribeLocalEvent<TemperatureComponent, RejuvenateEvent>(OnRejuvenate);
SubscribeLocalEvent<AlertsComponent, OnTemperatureChangeEvent>(ServerAlert);
Subs.SubscribeWithRelay<TemperatureProtectionComponent, ModifyChangedTemperatureEvent>(OnTemperatureChangeAttempt, held: false);
SubscribeLocalEvent<InternalTemperatureComponent, MapInitEvent>(OnInit);
SubscribeLocalEvent<ChangeTemperatureOnCollideComponent, ProjectileHitEvent>(ChangeTemperatureOnCollide);
// Allows overriding thresholds based on the parent's thresholds.
SubscribeLocalEvent<TemperatureComponent, EntParentChangedMessage>(OnParentChange);
SubscribeLocalEvent<ContainerTemperatureDamageThresholdsComponent, ComponentStartup>(
OnParentThresholdStartup);
SubscribeLocalEvent<ContainerTemperatureDamageThresholdsComponent, ComponentShutdown>(
OnParentThresholdShutdown);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
// conduct heat from the surface to the inside of entities with internal temperatures
var query = EntityQueryEnumerator<InternalTemperatureComponent, TemperatureComponent>();
while (query.MoveNext(out var uid, out var comp, out var temp))
{
// don't do anything if they equalised
var diff = Math.Abs(temp.CurrentTemperature - comp.Temperature);
if (diff < 0.1f)
continue;
// heat flow in W/m^2 as per fourier's law in 1D.
var q = comp.Conductivity * diff / comp.Thickness;
// convert to J then K
var joules = q * comp.Area * frameTime;
var degrees = joules / GetHeatCapacity(uid, temp);
if (temp.CurrentTemperature < comp.Temperature)
degrees *= -1;
// exchange heat between inside and surface
comp.Temperature += degrees;
ForceChangeTemperature(uid, temp.CurrentTemperature - degrees, temp);
}
UpdateDamage(frameTime);
}
private void UpdateDamage(float frameTime)
{
_accumulatedFrametime += frameTime;
if (_accumulatedFrametime < UpdateInterval)
return;
_accumulatedFrametime -= UpdateInterval;
if (!ShouldUpdateDamage.Any())
return;
foreach (var comp in ShouldUpdateDamage)
{
MetaDataComponent? metaData = null;
var uid = comp.Owner;
if (Deleted(uid, metaData) || Paused(uid, metaData))
continue;
ChangeDamage(uid, comp);
}
ShouldUpdateDamage.Clear();
}
public void ForceChangeTemperature(EntityUid uid, float temp, TemperatureComponent? temperature = null)
{
if (!Resolve(uid, ref temperature))
return;
float lastTemp = temperature.CurrentTemperature;
float delta = temperature.CurrentTemperature - temp;
temperature.CurrentTemperature = temp;
RaiseLocalEvent(uid, new OnTemperatureChangeEvent(temperature.CurrentTemperature, lastTemp, delta),
true);
}
public override void ChangeHeat(EntityUid uid, float heatAmount, bool ignoreHeatResistance = false, TemperatureComponent? temperature = null)
{
if (!Resolve(uid, ref temperature, false))
return;
if (!ignoreHeatResistance)
{
var ev = new ModifyChangedTemperatureEvent(heatAmount);
RaiseLocalEvent(uid, ev);
heatAmount = ev.TemperatureDelta;
}
float lastTemp = temperature.CurrentTemperature;
temperature.CurrentTemperature += heatAmount / GetHeatCapacity(uid, temperature);
float delta = temperature.CurrentTemperature - lastTemp;
RaiseLocalEvent(uid, new OnTemperatureChangeEvent(temperature.CurrentTemperature, lastTemp, delta), true);
}
private void OnAtmosExposedUpdate(EntityUid uid, TemperatureComponent temperature,
ref AtmosExposedUpdateEvent args)
{
var transform = args.Transform;
if (transform.MapUid == null)
return;
var temperatureDelta = args.GasMixture.Temperature - temperature.CurrentTemperature;
var airHeatCapacity = _atmosphere.GetHeatCapacity(args.GasMixture, false);
var heatCapacity = GetHeatCapacity(uid, temperature);
var heat = temperatureDelta * (airHeatCapacity * heatCapacity /
(airHeatCapacity + heatCapacity));
ChangeHeat(uid, heat * temperature.AtmosTemperatureTransferEfficiency, temperature: temperature);
}
private void OnInit(EntityUid uid, InternalTemperatureComponent comp, MapInitEvent args)
{
if (!TryComp<TemperatureComponent>(uid, out var temp))
return;
comp.Temperature = temp.CurrentTemperature;
}
private void OnRejuvenate(EntityUid uid, TemperatureComponent comp, RejuvenateEvent args)
{
ForceChangeTemperature(uid, Atmospherics.T20C, comp);
}
private void ServerAlert(EntityUid uid, AlertsComponent status, OnTemperatureChangeEvent args)
{
ProtoId<AlertPrototype> type;
float threshold;
float idealTemp;
if (!TryComp<TemperatureComponent>(uid, out var temperature))
{
_alerts.ClearAlertCategory(uid, TemperatureAlertCategory);
return;
}
if (TryComp<ThermalRegulatorComponent>(uid, out var regulator) &&
regulator.NormalBodyTemperature > temperature.ColdDamageThreshold &&
regulator.NormalBodyTemperature < temperature.HeatDamageThreshold)
{
idealTemp = regulator.NormalBodyTemperature;
}
else
{
idealTemp = (temperature.ColdDamageThreshold + temperature.HeatDamageThreshold) / 2;
}
if (args.CurrentTemperature <= idealTemp)
{
type = temperature.ColdAlert;
threshold = temperature.ColdDamageThreshold;
}
else
{
type = temperature.HotAlert;
threshold = temperature.HeatDamageThreshold;
}
// Calculates a scale where 1.0 is the ideal temperature and 0.0 is where temperature damage begins
// The cold and hot scales will differ in their range if the ideal temperature is not exactly halfway between the thresholds
var tempScale = (args.CurrentTemperature - threshold) / (idealTemp - threshold);
switch (tempScale)
{
case <= 0f:
_alerts.ShowAlert(uid, type, 3);
break;
case <= 0.4f:
_alerts.ShowAlert(uid, type, 2);
break;
case <= 0.66f:
_alerts.ShowAlert(uid, type, 1);
break;
case > 0.66f:
_alerts.ClearAlertCategory(uid, TemperatureAlertCategory);
break;
}
}
private void EnqueueDamage(Entity<TemperatureComponent> temperature, ref OnTemperatureChangeEvent args)
{
ShouldUpdateDamage.Add(temperature);
}
private void ChangeDamage(EntityUid uid, TemperatureComponent temperature)
{
if (!HasComp<DamageableComponent>(uid))
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;
var heatDamageThreshold = temperature.ParentHeatDamageThreshold ?? temperature.HeatDamageThreshold;
var coldDamageThreshold = temperature.ParentColdDamageThreshold ?? temperature.ColdDamageThreshold;
if (temperature.CurrentTemperature >= heatDamageThreshold)
{
if (!temperature.TakingDamage)
{
_adminLogger.Add(LogType.Temperature, $"{ToPrettyString(uid):entity} started taking high temperature damage");
temperature.TakingDamage = true;
}
var diff = Math.Abs(temperature.CurrentTemperature - heatDamageThreshold);
var tempDamage = c / (1 + a * Math.Pow(Math.E, -heatK * diff)) - y;
_damageable.TryChangeDamage(uid, temperature.HeatDamage * tempDamage, ignoreResistances: true, interruptsDoAfters: false);
}
else if (temperature.CurrentTemperature <= coldDamageThreshold)
{
if (!temperature.TakingDamage)
{
_adminLogger.Add(LogType.Temperature, $"{ToPrettyString(uid):entity} started taking low temperature damage");
temperature.TakingDamage = true;
}
var diff = Math.Abs(temperature.CurrentTemperature - coldDamageThreshold);
var tempDamage =
Math.Sqrt(diff * (Math.Pow(temperature.DamageCap.Double(), 2) / coldDamageThreshold));
_damageable.TryChangeDamage(uid, temperature.ColdDamage * tempDamage, ignoreResistances: true, interruptsDoAfters: false);
}
else if (temperature.TakingDamage)
{
_adminLogger.Add(LogType.Temperature, $"{ToPrettyString(uid):entity} stopped taking temperature damage");
temperature.TakingDamage = false;
}
}
private void OnTemperatureChangeAttempt(EntityUid uid, TemperatureProtectionComponent component, ModifyChangedTemperatureEvent args)
{
var coefficient = args.TemperatureDelta < 0
? component.CoolingCoefficient
: component.HeatingCoefficient;
var ev = new GetTemperatureProtectionEvent(coefficient);
RaiseLocalEvent(uid, ref ev);
args.TemperatureDelta *= ev.Coefficient;
}
private void ChangeTemperatureOnCollide(Entity<ChangeTemperatureOnCollideComponent> ent, ref ProjectileHitEvent args)
{
_temperature.ChangeHeat(args.Target, ent.Comp.Heat, ent.Comp.IgnoreHeatResistance);// adjust the temperature
}
private void OnParentChange(EntityUid uid, TemperatureComponent component,
ref EntParentChangedMessage args)
{
var temperatureQuery = GetEntityQuery<TemperatureComponent>();
var transformQuery = GetEntityQuery<TransformComponent>();
var thresholdsQuery = GetEntityQuery<ContainerTemperatureDamageThresholdsComponent>();
// We only need to update thresholds if the thresholds changed for the entity's ancestors.
var oldThresholds = args.OldParent != null
? RecalculateParentThresholds(args.OldParent.Value, transformQuery, thresholdsQuery)
: (null, null);
var newThresholds = RecalculateParentThresholds(transformQuery.GetComponent(uid).ParentUid, transformQuery, thresholdsQuery);
if (oldThresholds != newThresholds)
{
RecursiveThresholdUpdate(uid, temperatureQuery, transformQuery, thresholdsQuery);
}
}
private void OnParentThresholdStartup(EntityUid uid, ContainerTemperatureDamageThresholdsComponent component,
ComponentStartup args)
{
RecursiveThresholdUpdate(uid, GetEntityQuery<TemperatureComponent>(), GetEntityQuery<TransformComponent>(),
GetEntityQuery<ContainerTemperatureDamageThresholdsComponent>());
}
private void OnParentThresholdShutdown(EntityUid uid, ContainerTemperatureDamageThresholdsComponent component,
ComponentShutdown args)
{
RecursiveThresholdUpdate(uid, GetEntityQuery<TemperatureComponent>(), GetEntityQuery<TransformComponent>(),
GetEntityQuery<ContainerTemperatureDamageThresholdsComponent>());
}
/// <summary>
/// Recalculate and apply parent thresholds for the root entity and all its descendant.
/// </summary>
/// <param name="root"></param>
/// <param name="temperatureQuery"></param>
/// <param name="transformQuery"></param>
/// <param name="tempThresholdsQuery"></param>
private void RecursiveThresholdUpdate(EntityUid root, EntityQuery<TemperatureComponent> temperatureQuery,
EntityQuery<TransformComponent> transformQuery,
EntityQuery<ContainerTemperatureDamageThresholdsComponent> tempThresholdsQuery)
{
RecalculateAndApplyParentThresholds(root, temperatureQuery, transformQuery, tempThresholdsQuery);
var enumerator = Transform(root).ChildEnumerator;
while (enumerator.MoveNext(out var child))
{
RecursiveThresholdUpdate(child, temperatureQuery, transformQuery, tempThresholdsQuery);
}
}
/// <summary>
/// Recalculate parent thresholds and apply them on the uid temperature component.
/// </summary>
/// <param name="uid"></param>
/// <param name="temperatureQuery"></param>
/// <param name="transformQuery"></param>
/// <param name="tempThresholdsQuery"></param>
private void RecalculateAndApplyParentThresholds(EntityUid uid,
EntityQuery<TemperatureComponent> temperatureQuery, EntityQuery<TransformComponent> transformQuery,
EntityQuery<ContainerTemperatureDamageThresholdsComponent> tempThresholdsQuery)
{
if (!temperatureQuery.TryGetComponent(uid, out var temperature))
{
return;
}
var newThresholds = RecalculateParentThresholds(transformQuery.GetComponent(uid).ParentUid, transformQuery, tempThresholdsQuery);
temperature.ParentHeatDamageThreshold = newThresholds.Item1;
temperature.ParentColdDamageThreshold = newThresholds.Item2;
}
/// <summary>
/// Recalculate Parent Heat/Cold DamageThreshold by recursively checking each ancestor and fetching the
/// maximum HeatDamageThreshold and the minimum ColdDamageThreshold if any exists (aka the best value for each).
/// </summary>
/// <param name="initialParentUid"></param>
/// <param name="transformQuery"></param>
/// <param name="tempThresholdsQuery"></param>
private (float?, float?) RecalculateParentThresholds(
EntityUid initialParentUid,
EntityQuery<TransformComponent> transformQuery,
EntityQuery<ContainerTemperatureDamageThresholdsComponent> tempThresholdsQuery)
{
// Recursively check parents for the best threshold available
var parentUid = initialParentUid;
float? newHeatThreshold = null;
float? newColdThreshold = null;
while (parentUid.IsValid())
{
if (tempThresholdsQuery.TryGetComponent(parentUid, out var newThresholds))
{
if (newThresholds.HeatDamageThreshold != null)
{
newHeatThreshold = Math.Max(newThresholds.HeatDamageThreshold.Value,
newHeatThreshold ?? 0);
}
if (newThresholds.ColdDamageThreshold != null)
{
newColdThreshold = Math.Min(newThresholds.ColdDamageThreshold.Value,
newColdThreshold ?? float.MaxValue);
}
}
parentUid = transformQuery.GetComponent(parentUid).ParentUid;
}
return (newHeatThreshold, newColdThreshold);
}
}