Files
tbd-station-14/Content.Server/Atmos/EntitySystems/BarotraumaSystem.cs
Vera Aguilera Puerto aa9281d667 Refactors the AtmosphereSystem public-facing API to allow for multiple atmos backends. (#8134)
* Refactors the entirety of the AtmosphereSystem public-facing API to allow for multiple atmos backends.

* actually compiles

* Remove commented out code

* funny bracket

* Move archived moles, temperature from GasMixture to TileAtmosphere.

* WIP customizable map default mixture
still VERY buggy

* broken mess
aaaaaaaaaaaaa

* Fix lattice, etc not being considered space

* visualization for "IsSpace"

* help

* Update Content.Client/Atmos/Overlays/AtmosDebugOverlay.cs

Co-authored-by: Moony <moonheart08@users.noreply.github.com>

* Holy SHIT it compiles AGAIN

* Fix AtmosDeviceSystem crash at shutdown

* Fix immutable tiles on map blueprints not being fixed by fixgridatmos/revalidate.

* Use space instead of gasmixture immutable for heat capacity calculations

* Remove all LINDA-specific code from GasMixture, move it to TileAtmosphere/AtmosphereSystem instead.

* Fix roundstart tiles not processing

* Update Content.Server/Atmos/Commands/SetTemperatureCommand.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Update Content.Server/Atmos/EntitySystems/AtmosphereSystem.API.cs

Changed Files tab is so large I can't commit both suggestions at once mfw

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

Co-authored-by: Moony <moonheart08@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-07-04 09:51:34 -05:00

229 lines
9.7 KiB
C#

using Content.Server.Administration.Logs;
using Content.Server.Atmos.Components;
using Content.Shared.Alert;
using Content.Shared.Atmos;
using Content.Shared.Damage;
using Content.Shared.Database;
using Content.Shared.FixedPoint;
using Content.Shared.Inventory;
using Robust.Shared.Containers;
namespace Content.Server.Atmos.EntitySystems
{
public sealed class BarotraumaSystem : EntitySystem
{
[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
[Dependency] private readonly AlertsSystem _alertsSystem = default!;
[Dependency] private readonly IAdminLogManager _adminLogger= default!;
[Dependency] private readonly InventorySystem _inventorySystem = default!;
private const float UpdateTimer = 1f;
private float _timer;
public override void Initialize()
{
SubscribeLocalEvent<PressureProtectionComponent, HighPressureEvent>(OnHighPressureEvent);
SubscribeLocalEvent<PressureProtectionComponent, LowPressureEvent>(OnLowPressureEvent);
SubscribeLocalEvent<PressureImmunityComponent, HighPressureEvent>(OnHighPressureImmuneEvent);
SubscribeLocalEvent<PressureImmunityComponent, LowPressureEvent>(OnLowPressureImmuneEvent);
}
private void OnHighPressureEvent(EntityUid uid, PressureProtectionComponent component, HighPressureEvent args)
{
args.Modifier += component.HighPressureModifier;
args.Multiplier *= component.HighPressureMultiplier;
}
private void OnLowPressureEvent(EntityUid uid, PressureProtectionComponent component, LowPressureEvent args)
{
args.Modifier += component.LowPressureModifier;
args.Multiplier *= component.LowPressureMultiplier;
}
/// <summary>
/// Completely prevent high pressure damage
/// </summary>
private void OnHighPressureImmuneEvent(EntityUid uid, PressureImmunityComponent component, HighPressureEvent args)
{
args.Multiplier = 0;
}
/// <summary>
/// Completely prevent low pressure damage
/// </summary>
private void OnLowPressureImmuneEvent(EntityUid uid, PressureImmunityComponent component, LowPressureEvent args)
{
args.Modifier = 100;
args.Multiplier = 10000;
}
public float GetFeltLowPressure(BarotraumaComponent baro, float environmentPressure)
{
var modifier = float.MaxValue;
var multiplier = float.MaxValue;
TryComp(baro.Owner, out InventoryComponent? inv);
TryComp(baro.Owner, out ContainerManagerComponent? contMan);
// TODO: cache this & update when equipment changes?
// This continuously raises events for every player in space.
// First, check if for protective equipment
foreach (var slot in baro.ProtectionSlots)
{
if (!_inventorySystem.TryGetSlotEntity(baro.Owner, slot, out var equipment, inv, contMan)
|| ! TryComp(equipment, out PressureProtectionComponent? protection))
{
// Missing protection, skin is exposed.
modifier = 0;
multiplier = 1;
break;
}
modifier = Math.Min(protection.LowPressureModifier, modifier);
multiplier = Math.Min(protection.LowPressureMultiplier, multiplier);
}
// Then apply any generic, non-clothing related modifiers.
var lowPressureEvent = new LowPressureEvent(environmentPressure);
RaiseLocalEvent(baro.Owner, lowPressureEvent, false);
return (environmentPressure + modifier + lowPressureEvent.Modifier) * (multiplier * lowPressureEvent.Multiplier);
}
public float GetFeltHighPressure(BarotraumaComponent baro, float environmentPressure)
{
var modifier = float.MinValue;
var multiplier = float.MinValue;
TryComp(baro.Owner, out InventoryComponent? inv);
TryComp(baro.Owner, out ContainerManagerComponent? contMan);
// TODO: cache this & update when equipment changes?
// Not as import and as low-pressure, but probably still useful.
// First, check if for protective equipment
foreach (var slot in baro.ProtectionSlots)
{
if (!_inventorySystem.TryGetSlotEntity(baro.Owner, slot, out var equipment, inv, contMan)
|| !TryComp(equipment, out PressureProtectionComponent? protection))
{
// Missing protection, skin is exposed.
modifier = 0;
multiplier = 1;
break;
}
modifier = Math.Max(protection.LowPressureModifier, modifier);
multiplier = Math.Max(protection.LowPressureMultiplier, multiplier);
}
// Then apply any generic, non-clothing related modifiers.
var highPressureEvent = new HighPressureEvent(environmentPressure);
RaiseLocalEvent(baro.Owner, highPressureEvent, false);
return (environmentPressure + modifier + highPressureEvent.Modifier) * (multiplier * highPressureEvent.Multiplier);
}
public override void Update(float frameTime)
{
_timer += frameTime;
if (_timer < UpdateTimer)
return;
_timer -= UpdateTimer;
foreach (var (barotrauma, damageable, transform) in EntityManager.EntityQuery<BarotraumaComponent, DamageableComponent, TransformComponent>())
{
var uid = barotrauma.Owner;
var totalDamage = FixedPoint2.Zero;
foreach (var (barotraumaDamageType, _) in barotrauma.Damage.DamageDict)
{
if (!damageable.Damage.DamageDict.TryGetValue(barotraumaDamageType, out var damage))
continue;
totalDamage += damage;
}
if (totalDamage >= barotrauma.MaxDamage)
continue;
var pressure = 1f;
if (_atmosphereSystem.GetContainingMixture(uid) is {} mixture)
{
pressure = MathF.Max(mixture.Pressure, 1f);
}
switch (pressure)
{
// Low pressure.
case <= Atmospherics.WarningLowPressure:
pressure = GetFeltLowPressure(barotrauma, pressure);
if (pressure > Atmospherics.WarningLowPressure)
goto default;
// Deal damage and ignore resistances. Resistance to pressure damage should be done via pressure protection gear.
_damageableSystem.TryChangeDamage(barotrauma.Owner, barotrauma.Damage * Atmospherics.LowPressureDamage, true, false);
if (!barotrauma.TakingDamage)
{
barotrauma.TakingDamage = true;
_adminLogger.Add(LogType.Barotrauma, $"{ToPrettyString(barotrauma.Owner):entity} started taking low pressure damage");
}
if (pressure <= Atmospherics.HazardLowPressure)
{
_alertsSystem.ShowAlert(barotrauma.Owner, AlertType.LowPressure, 2);
break;
}
_alertsSystem.ShowAlert(barotrauma.Owner, AlertType.LowPressure, 1);
break;
// High pressure.
case >= Atmospherics.WarningHighPressure:
pressure = GetFeltHighPressure(barotrauma, pressure);
if(pressure < Atmospherics.WarningHighPressure)
goto default;
var damageScale = MathF.Min((pressure / Atmospherics.HazardHighPressure) * Atmospherics.PressureDamageCoefficient, Atmospherics.MaxHighPressureDamage);
// Deal damage and ignore resistances. Resistance to pressure damage should be done via pressure protection gear.
_damageableSystem.TryChangeDamage(barotrauma.Owner, barotrauma.Damage * damageScale, true, false);
if (!barotrauma.TakingDamage)
{
barotrauma.TakingDamage = true;
_adminLogger.Add(LogType.Barotrauma, $"{ToPrettyString(barotrauma.Owner):entity} started taking high pressure damage");
}
if (pressure >= Atmospherics.HazardHighPressure)
{
_alertsSystem.ShowAlert(barotrauma.Owner, AlertType.HighPressure, 2);
break;
}
_alertsSystem.ShowAlert(barotrauma.Owner, AlertType.HighPressure, 1);
break;
// Normal pressure.
default:
if (barotrauma.TakingDamage)
{
barotrauma.TakingDamage = false;
_adminLogger.Add(LogType.Barotrauma, $"{ToPrettyString(barotrauma.Owner):entity} stopped taking pressure damage");
}
_alertsSystem.ClearAlertCategory(barotrauma.Owner, AlertCategory.Pressure);
break;
}
}
}
}
}