Files
tbd-station-14/Content.Server/GameObjects/EntitySystems/AtmosExposedSystem.cs
creadth 7baa0a4391 Fire damage (#2024)
* Moved the uplink creation code to the PresetSuspicion.Start method to ensure uplink created when we give the traitor role
Moved the starting TC balance to cvars

* Added component to handle interaction with Atmospheric system
Added damage from high and cold temperature

* renamed AtmoExposable to AtmosExposed
moved AtmosExposed updates to its own system
refactored TemperatureComponent
renamed fire to heat
added null check for Air
added self-heating and self-cooling to body system

* small refactoring for checking on airless tile in MetabolismComponent

* Added component to handle interaction with Atmospheric system
Added damage from high and cold temperature

* renamed AtmoExposable to AtmosExposed
moved AtmosExposed updates to its own system
refactored TemperatureComponent
renamed fire to heat
added null check for Air
added self-heating and self-cooling to body system

* small refactoring for checking on airless tile in MetabolismComponent

* Removed Pressure property from BarotraumaComponent
Changed CanShiver method to match style of other CanX method in ActionBlockerSystem

* Merged EntityCoordinates and changed components to reflect the change

* Fix typo

* Wrapped string to Loc.GetString
Added CanSweat
Refactored dead state check
2020-09-09 17:03:27 +02:00

35 lines
1.2 KiB
C#

using Content.Server.Atmos;
using Content.Server.GameObjects.Components.Atmos;
using JetBrains.Annotations;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
namespace Content.Server.GameObjects.EntitySystems
{
[UsedImplicitly]
public class AtmosExposedSystem
: EntitySystem
{
[Dependency] private readonly IEntityManager _entityManager = default!;
private const float UpdateDelay = 3f;
private float _lastUpdate;
public override void Update(float frameTime)
{
_lastUpdate += frameTime;
if (_lastUpdate < UpdateDelay) return;
var atmoSystem = EntitySystemManager.GetEntitySystem<AtmosphereSystem>();
// creadth: everything exposable by atmo should be updated as well
foreach (var atmosExposedComponent in EntityManager.ComponentManager.EntityQuery<AtmosExposedComponent>())
{
var tile = atmosExposedComponent.Owner.Transform.Coordinates.GetTileAtmosphere(_entityManager);
if (tile == null) continue;
atmosExposedComponent.Update(tile, _lastUpdate);
}
_lastUpdate = 0;
}
}
}