59 lines
1.9 KiB
C#
59 lines
1.9 KiB
C#
using System;
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using Content.Server.Interfaces.GameObjects;
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using Content.Shared.GameObjects;
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using Content.Shared.Maths;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects
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{
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/// <summary>
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/// Handles changing temperature,
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/// informing others of the current temperature,
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/// and taking fire damage from high temperature.
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/// </summary>
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[RegisterComponent]
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public class TemperatureComponent : Component, ITemperatureComponent
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{
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/// <inheritdoc />
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public override string Name => "Temperature";
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/// <inheritdoc />
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public override uint? NetID => ContentNetIDs.TEMPERATURE;
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//TODO: should be programmatic instead of how it currently is
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[ViewVariables]
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public float CurrentTemperature { get; private set; } = PhysicalConstants.ZERO_CELCIUS;
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float _fireDamageThreshold = 0;
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float _fireDamageCoefficient = 1;
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float _secondsSinceLastDamageUpdate = 0;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _fireDamageThreshold, "firedamagethreshold", 0);
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serializer.DataField(ref _fireDamageCoefficient, "firedamagecoefficient", 1);
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}
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/// <inheritdoc />
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public void OnUpdate(float frameTime)
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{
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int fireDamage = (int)Math.Floor(Math.Max(0, CurrentTemperature - _fireDamageThreshold) / _fireDamageCoefficient);
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_secondsSinceLastDamageUpdate += frameTime;
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Owner.TryGetComponent<DamageableComponent>(out DamageableComponent component);
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while (_secondsSinceLastDamageUpdate >= 1)
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{
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component?.TakeDamage(DamageType.Heat, fireDamage);
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_secondsSinceLastDamageUpdate -= 1;
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}
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}
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}
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}
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