* ECS and damage Data * Comments and newlines * Added Comments * Make TryChangeDamageEvent immutable * Remove SetAllDamage event Use public SetAllDamage function instead * Undo destructible mistakes That was some shit code. * Rename DamageData to DamageSpecifier And misc small edits misc * Cache trigger prototypes. * Renaming destructible classes & functions * Revert "Cache trigger prototypes." This reverts commit 86bae15ba6616884dba75f552dfdfbe2d1fb6586. * Replace prototypes with prototype IDs. * Split damage.yml into individual files * move get/handle component state to system * Update HealthChange doc * Make godmode call Dirty() on damageable component * Add Initialize() to fix damage test * Make non-static * uncache resistance set prototype and trim DamageableComponentState * Remove unnecessary Dirty() calls during initialization * RemoveTryChangeDamageEvent * revert Dirty() * Fix MobState relying on DamageableComponent.Dirty() * Fix DisposalUnit Tests. These were previously failing, but because the async was not await-ed, this never raised the exception. After I fixed MobState component, this exception stopped happening and instead the assertions started being tested & failing * Disposal test 2: electric boogaloo * Fix typos/mistakes also add comments and fix spacing. * Use Uids instead of IEntity * fix merge * Comments, a merge issue, and making some damage ignore resistances * Extend DamageSpecifier and use it for DamageableComponent * fix master merge * Fix Disposal unit test. Again. Snapgrids were removed in master * Execute Exectute
97 lines
3.5 KiB
C#
97 lines
3.5 KiB
C#
using System;
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using System.Runtime.CompilerServices;
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using Content.Server.Alert;
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using Content.Server.Pressure;
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using Content.Shared.Alert;
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using Content.Shared.Atmos;
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using Content.Shared.Damage;
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using Robust.Shared.GameObjects;
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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.Atmos.Components
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{
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/// <summary>
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/// Barotrauma: injury because of changes in air pressure.
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/// </summary>
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[RegisterComponent]
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public class BarotraumaComponent : Component
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{
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public override string Name => "Barotrauma";
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[DataField("damage", required: true)]
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[ViewVariables(VVAccess.ReadWrite)]
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public DamageSpecifier Damage = default!;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Update(float airPressure)
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{
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if (!Owner.HasComponent<DamageableComponent>()) return;
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var status = Owner.GetComponentOrNull<ServerAlertsComponent>();
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var highPressureMultiplier = 1f;
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var lowPressureMultiplier = 1f;
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foreach (var protection in Owner.GetAllComponents<IPressureProtection>())
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{
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highPressureMultiplier *= protection.HighPressureMultiplier;
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lowPressureMultiplier *= protection.LowPressureMultiplier;
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}
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var pressure = MathF.Max(airPressure, 1f);
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switch (pressure)
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{
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// Low pressure.
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case var p when p <= Atmospherics.WarningLowPressure:
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pressure *= lowPressureMultiplier;
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if (pressure > Atmospherics.WarningLowPressure)
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goto default;
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// Deal damage and ignore resistances. Resistance to pressure damage should be done via pressure protection gear.
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EntitySystem.Get<DamageableSystem>().TryChangeDamage(Owner.Uid, Damage * Atmospherics.LowPressureDamage, true);
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if (status == null) break;
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if (pressure <= Atmospherics.HazardLowPressure)
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{
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status.ShowAlert(AlertType.LowPressure, 2);
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break;
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}
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status.ShowAlert(AlertType.LowPressure, 1);
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break;
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// High pressure.
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case var p when p >= Atmospherics.WarningHighPressure:
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pressure *= highPressureMultiplier;
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if(pressure < Atmospherics.WarningHighPressure)
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goto default;
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var damageScale = (int) MathF.Min((pressure / Atmospherics.HazardHighPressure) * Atmospherics.PressureDamageCoefficient, Atmospherics.MaxHighPressureDamage);
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// Deal damage and ignore resistances. Resistance to pressure damage should be done via pressure protection gear.
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EntitySystem.Get<DamageableSystem>().TryChangeDamage(Owner.Uid, Damage * damageScale, true);
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if (status == null) break;
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if (pressure >= Atmospherics.HazardHighPressure)
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{
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status.ShowAlert(AlertType.HighPressure, 2);
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break;
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}
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status.ShowAlert(AlertType.HighPressure, 1);
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break;
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// Normal pressure.
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default:
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status?.ClearAlertCategory(AlertCategory.Pressure);
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break;
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}
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}
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}
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}
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