Files
tbd-station-14/Content.Server/Atmos/Components/FlammableComponent.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

223 lines
6.6 KiB
C#

using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using Content.Server.Alert;
using Content.Server.Stunnable.Components;
using Content.Server.Temperature.Components;
using Content.Shared.ActionBlocker;
using Content.Shared.Alert;
using Content.Shared.Atmos;
using Content.Shared.Atmos.Components;
using Content.Shared.Damage;
using Content.Shared.Damage.Components;
using Content.Shared.Interaction;
using Content.Shared.Notification.Managers;
using Content.Shared.Temperature;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Collision;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.Atmos.Components
{
[RegisterComponent]
public class FlammableComponent : SharedFlammableComponent, IStartCollide, IFireAct, IInteractUsing
{
private bool _resisting = false;
private readonly List<EntityUid> _collided = new();
[ViewVariables(VVAccess.ReadWrite)]
public bool OnFire { get; private set; }
[ViewVariables(VVAccess.ReadWrite)]
public float FireStacks { get; private set; }
[ViewVariables(VVAccess.ReadWrite)]
[DataField("fireSpread")]
public bool FireSpread { get; private set; } = false;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("canResistFire")]
public bool CanResistFire { get; private set; } = false;
public void Ignite()
{
if (FireStacks > 0 && !OnFire)
{
OnFire = true;
}
UpdateAppearance();
}
public void Extinguish()
{
if (!OnFire) return;
OnFire = false;
FireStacks = 0;
_collided.Clear();
UpdateAppearance();
}
public void AdjustFireStacks(float relativeFireStacks)
{
FireStacks = MathF.Min(MathF.Max(-10f, FireStacks + relativeFireStacks), 20f);
if (OnFire && FireStacks <= 0)
Extinguish();
UpdateAppearance();
}
public void Update(TileAtmosphere tile)
{
// Slowly dry ourselves off if wet.
if (FireStacks < 0)
{
FireStacks = MathF.Min(0, FireStacks + 1);
}
Owner.TryGetComponent(out ServerAlertsComponent? status);
if (!OnFire)
{
status?.ClearAlert(AlertType.Fire);
return;
}
status?.ShowAlert(AlertType.Fire);
if (FireStacks > 0)
{
if (Owner.TryGetComponent(out TemperatureComponent? temp))
{
temp.ReceiveHeat(200 * FireStacks);
}
if (Owner.TryGetComponent(out IDamageableComponent? damageable))
{
// TODO ATMOS Fire resistance from armor
var damage = Math.Min((int) (FireStacks * 2.5f), 10);
damageable.ChangeDamage(DamageClass.Burn, damage, false);
}
AdjustFireStacks(-0.1f * (_resisting ? 10f : 1f));
}
else
{
Extinguish();
return;
}
// If we're in an oxygenless environment, put the fire out.
if (tile.Air?.GetMoles(Gas.Oxygen) < 1f)
{
Extinguish();
return;
}
tile.HotspotExpose(700, 50, true);
var physics = Owner.GetComponent<IPhysBody>();
foreach (var uid in _collided.ToArray())
{
if (!uid.IsValid() || !Owner.EntityManager.EntityExists(uid))
{
_collided.Remove(uid);
continue;
}
var entity = Owner.EntityManager.GetEntity(uid);
var otherPhysics = entity.GetComponent<IPhysBody>();
if (!physics.GetWorldAABB().Intersects(otherPhysics.GetWorldAABB()))
{
_collided.Remove(uid);
}
}
}
void IStartCollide.CollideWith(Fixture ourFixture, Fixture otherFixture, in Manifold manifold)
{
if (!otherFixture.Body.Owner.TryGetComponent(out FlammableComponent? otherFlammable))
return;
if (!FireSpread || !otherFlammable.FireSpread)
return;
if (OnFire)
{
if (otherFlammable.OnFire)
{
var fireSplit = (FireStacks + otherFlammable.FireStacks) / 2;
FireStacks = fireSplit;
otherFlammable.FireStacks = fireSplit;
}
else
{
FireStacks /= 2;
otherFlammable.FireStacks += FireStacks;
otherFlammable.Ignite();
}
} else if (otherFlammable.OnFire)
{
otherFlammable.FireStacks /= 2;
FireStacks += otherFlammable.FireStacks;
Ignite();
}
}
private void UpdateAppearance()
{
if (Owner.Deleted || !Owner.TryGetComponent(out AppearanceComponent? appearanceComponent)) return;
appearanceComponent.SetData(FireVisuals.OnFire, OnFire);
appearanceComponent.SetData(FireVisuals.FireStacks, FireStacks);
}
public void FireAct(float temperature, float volume)
{
AdjustFireStacks(3);
Ignite();
}
// This needs some improvements...
public void Resist()
{
if (!OnFire || !EntitySystem.Get<ActionBlockerSystem>().CanInteract(Owner) || _resisting || !Owner.TryGetComponent(out StunnableComponent? stunnable)) return;
_resisting = true;
Owner.PopupMessage(Loc.GetString("You stop, drop, and roll!"));
stunnable.Paralyze(2f);
Owner.SpawnTimer(2000, () =>
{
_resisting = false;
FireStacks -= 3f;
UpdateAppearance();
});
}
public async Task<bool> InteractUsing(InteractUsingEventArgs eventArgs)
{
foreach (var hotItem in eventArgs.Using.GetAllComponents<IHotItem>())
{
if (hotItem.IsCurrentlyHot())
{
Ignite();
return true;
}
}
return false;
}
}
}