Files
tbd-station-14/Content.Server/Atmos/Components/BarotraumaComponent.cs
Vera Aguilera Puerto a2b737d945 Atmos pipe rework (#3833)
* Initial

* Cleanup a bunch of things

* some changes dunno

* RequireAnchored

* a

* stuff

* more work

* Lots of progress

* delete pipe visualizer

* a

* b

* pipenet and pipenode cleanup

* Fixes

* Adds GasValve

* Adds GasMiner

* Fix stuff, maybe?

* More fixes

* Ignored components on the client

* Adds thermomachine behavior, change a bunch of stuff

* Remove Anchored

* some work, but it's shitcode

* significantly more ECS

* ECS AtmosDevices

* Cleanup

* fix appearance

* when the pipe direction is sus

* Gas tanks and canisters

* pipe anchoring and stuff

* coding is my passion

* Unsafe pipes take longer to unanchor

* turns out we're no longer using eris canisters

* Gas canister inserted tank appearance, improvements

* Work on a bunch of appearances

* Scrubber appearance

* Reorganize AtmosphereSystem.Piping into a bunch of different systems

* Appearance for vent/scrubber/pump turns off when leaving atmosphere

* ThermoMachine appearance

* Cleanup gas tanks

* Remove passive gate unused imports

* remove old canister UI functionality

* PipeNode environment air, make everything use AssumeAir instead of merging manually

* a

* Reorganize atmos to follow new structure

* ?????

* Canister UI, restructure client

* Restructure shared

* Fix build tho

* listen, at least the canister UI works entirely...

* fix build : )

* Atmos device prototypes have names and descriptions

* gas canister ui slider doesn't jitter

* trinary prototypes

* sprite for miners

* ignore components

* fix YAML

* Fix port system doing useless thing

* Fix build

* fix thinking moment

* fix build again because

* canister direction

* pipenode is a word

* GasTank Air will throw on invalid states

* fix build....

* Unhardcode volume pump thresholds

* Volume pump and filter take time into account

* Rename Join/Leave atmosphere events to AtmosDeviceEnabled/Disabled Event

* Gas tank node volume is set by initial mixtuer

* I love node container
2021-06-19 13:25:05 +02:00

91 lines
3.0 KiB
C#

using System;
using System.Runtime.CompilerServices;
using Content.Server.Alert;
using Content.Server.Pressure;
using Content.Shared.Alert;
using Content.Shared.Atmos;
using Content.Shared.Damage;
using Content.Shared.Damage.Components;
using Robust.Shared.GameObjects;
namespace Content.Server.Atmos.Components
{
/// <summary>
/// Barotrauma: injury because of changes in air pressure.
/// </summary>
[RegisterComponent]
public class BarotraumaComponent : Component
{
public override string Name => "Barotrauma";
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Update(float airPressure)
{
if (!Owner.TryGetComponent(out IDamageableComponent? damageable)) return;
var status = Owner.GetComponentOrNull<ServerAlertsComponent>();
var highPressureMultiplier = 1f;
var lowPressureMultiplier = 1f;
foreach (var protection in Owner.GetAllComponents<IPressureProtection>())
{
highPressureMultiplier *= protection.HighPressureMultiplier;
lowPressureMultiplier *= protection.LowPressureMultiplier;
}
var pressure = MathF.Max(airPressure, 1f);
switch (pressure)
{
// Low pressure.
case var p when p <= Atmospherics.WarningLowPressure:
pressure *= lowPressureMultiplier;
if(pressure > Atmospherics.WarningLowPressure)
goto default;
damageable.ChangeDamage(DamageType.Blunt, Atmospherics.LowPressureDamage, false, Owner);
if (status == null) break;
if (pressure <= Atmospherics.HazardLowPressure)
{
status.ShowAlert(AlertType.LowPressure, 2);
break;
}
status.ShowAlert(AlertType.LowPressure, 1);
break;
// High pressure.
case var p when p >= Atmospherics.WarningHighPressure:
pressure *= highPressureMultiplier;
if(pressure < Atmospherics.WarningHighPressure)
goto default;
var damage = (int) MathF.Min((pressure / Atmospherics.HazardHighPressure) * Atmospherics.PressureDamageCoefficient, Atmospherics.MaxHighPressureDamage);
damageable.ChangeDamage(DamageType.Blunt, damage, false, Owner);
if (status == null) break;
if (pressure >= Atmospherics.HazardHighPressure)
{
status.ShowAlert(AlertType.HighPressure, 2);
break;
}
status.ShowAlert(AlertType.HighPressure, 1);
break;
// Normal pressure.
default:
status?.ClearAlertCategory(AlertCategory.Pressure);
break;
}
}
}
}