206 lines
8.9 KiB
C#
206 lines
8.9 KiB
C#
using Content.Server.Administration.Logs;
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using Content.Server.Atmos.Components;
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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 Content.Shared.Database;
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using Content.Shared.FixedPoint;
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using Content.Shared.Inventory;
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using Robust.Shared.Containers;
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namespace Content.Server.Atmos.EntitySystems
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{
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public sealed class BarotraumaSystem : EntitySystem
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{
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[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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[Dependency] private readonly AlertsSystem _alertsSystem = default!;
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[Dependency] private readonly AdminLogSystem _logSystem = default!;
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[Dependency] private readonly InventorySystem _inventorySystem = default!;
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private const float UpdateTimer = 1f;
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private float _timer;
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public override void Initialize()
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{
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SubscribeLocalEvent<PressureProtectionComponent, HighPressureEvent>(OnHighPressureEvent);
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SubscribeLocalEvent<PressureProtectionComponent, LowPressureEvent>(OnLowPressureEvent);
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}
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private void OnHighPressureEvent(EntityUid uid, PressureProtectionComponent component, HighPressureEvent args)
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{
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args.Modifier += component.HighPressureModifier;
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args.Multiplier *= component.HighPressureMultiplier;
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}
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private void OnLowPressureEvent(EntityUid uid, PressureProtectionComponent component, LowPressureEvent args)
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{
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args.Modifier += component.LowPressureModifier;
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args.Multiplier *= component.LowPressureMultiplier;
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}
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public float GetFeltLowPressure(BarotraumaComponent baro, float environmentPressure)
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{
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var modifier = float.MaxValue;
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var multiplier = float.MaxValue;
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TryComp(baro.Owner, out InventoryComponent? inv);
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TryComp(baro.Owner, out ContainerManagerComponent? contMan);
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// TODO: cache this & update when equipment changes?
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// This continuously raises events for every player in space.
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// First, check if for protective equipment
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foreach (var slot in baro.ProtectionSlots)
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{
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if (!_inventorySystem.TryGetSlotEntity(baro.Owner, slot, out var equipment, inv, contMan)
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|| ! TryComp(equipment, out PressureProtectionComponent? protection))
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{
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// Missing protection, skin is exposed.
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modifier = 0;
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multiplier = 1;
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break;
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}
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modifier = Math.Min(protection.LowPressureModifier, modifier);
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multiplier = Math.Min(protection.LowPressureMultiplier, multiplier);
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}
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// Then apply any generic, non-clothing related modifiers.
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var lowPressureEvent = new LowPressureEvent(environmentPressure);
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RaiseLocalEvent(baro.Owner, lowPressureEvent, false);
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return (environmentPressure + modifier + lowPressureEvent.Modifier) * (multiplier * lowPressureEvent.Multiplier);
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}
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public float GetFeltHighPressure(BarotraumaComponent baro, float environmentPressure)
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{
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var modifier = float.MinValue;
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var multiplier = float.MinValue;
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TryComp(baro.Owner, out InventoryComponent? inv);
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TryComp(baro.Owner, out ContainerManagerComponent? contMan);
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// TODO: cache this & update when equipment changes?
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// Not as import and as low-pressure, but probably still useful.
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// First, check if for protective equipment
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foreach (var slot in baro.ProtectionSlots)
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{
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if (!_inventorySystem.TryGetSlotEntity(baro.Owner, slot, out var equipment, inv, contMan)
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|| !TryComp(equipment, out PressureProtectionComponent? protection))
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{
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// Missing protection, skin is exposed.
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modifier = 0;
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multiplier = 1;
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break;
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}
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modifier = Math.Max(protection.LowPressureModifier, modifier);
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multiplier = Math.Max(protection.LowPressureMultiplier, multiplier);
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}
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// Then apply any generic, non-clothing related modifiers.
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var highPressureEvent = new HighPressureEvent(environmentPressure);
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RaiseLocalEvent(baro.Owner, highPressureEvent, false);
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return (environmentPressure + modifier + highPressureEvent.Modifier) * (multiplier * highPressureEvent.Multiplier);
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}
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public override void Update(float frameTime)
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{
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_timer += frameTime;
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if (_timer < UpdateTimer)
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return;
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_timer -= UpdateTimer;
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foreach (var (barotrauma, damageable, transform) in EntityManager.EntityQuery<BarotraumaComponent, DamageableComponent, TransformComponent>())
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{
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var totalDamage = FixedPoint2.Zero;
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foreach (var (barotraumaDamageType, _) in barotrauma.Damage.DamageDict)
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{
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if (!damageable.Damage.DamageDict.TryGetValue(barotraumaDamageType, out var damage))
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continue;
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totalDamage += damage;
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}
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if (totalDamage >= barotrauma.MaxDamage)
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continue;
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var pressure = 1f;
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if (_atmosphereSystem.GetTileMixture(transform.Coordinates) is { } mixture)
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{
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pressure = MathF.Max(mixture.Pressure, 1f);
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}
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switch (pressure)
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{
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// Low pressure.
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case <= Atmospherics.WarningLowPressure:
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pressure = GetFeltLowPressure(barotrauma, pressure);
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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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_damageableSystem.TryChangeDamage(barotrauma.Owner, barotrauma.Damage * Atmospherics.LowPressureDamage, true, false);
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if (!barotrauma.TakingDamage)
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{
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barotrauma.TakingDamage = true;
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_logSystem.Add(LogType.Barotrauma, $"{ToPrettyString(barotrauma.Owner):entity} started taking low pressure damage");
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}
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if (pressure <= Atmospherics.HazardLowPressure)
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{
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_alertsSystem.ShowAlert(barotrauma.Owner, AlertType.LowPressure, 2);
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break;
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}
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_alertsSystem.ShowAlert(barotrauma.Owner, AlertType.LowPressure, 1);
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break;
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// High pressure.
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case >= Atmospherics.WarningHighPressure:
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pressure = GetFeltHighPressure(barotrauma, pressure);
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if(pressure < Atmospherics.WarningHighPressure)
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goto default;
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var damageScale = 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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_damageableSystem.TryChangeDamage(barotrauma.Owner, barotrauma.Damage * damageScale, true, false);
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if (!barotrauma.TakingDamage)
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{
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barotrauma.TakingDamage = true;
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_logSystem.Add(LogType.Barotrauma, $"{ToPrettyString(barotrauma.Owner):entity} started taking high pressure damage");
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}
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if (pressure >= Atmospherics.HazardHighPressure)
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{
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_alertsSystem.ShowAlert(barotrauma.Owner, AlertType.HighPressure, 2);
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break;
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}
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_alertsSystem.ShowAlert(barotrauma.Owner, AlertType.HighPressure, 1);
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break;
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// Normal pressure.
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default:
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if (barotrauma.TakingDamage)
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{
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barotrauma.TakingDamage = false;
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_logSystem.Add(LogType.Barotrauma, $"{ToPrettyString(barotrauma.Owner):entity} stopped taking pressure damage");
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}
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_alertsSystem.ClearAlertCategory(barotrauma.Owner, 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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}
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