* stuff * bucklemeup * powerreceiver * things * Update RobustToolbox * Fix nullability errors Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
47 lines
1.6 KiB
C#
47 lines
1.6 KiB
C#
#nullable enable
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using Content.Server.Atmos;
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using Content.Server.GameObjects.Components.Temperature;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.ComponentDependencies;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Atmos
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{
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/// <summary>
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/// Represents that entity can be exposed to Atmos
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/// </summary>
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[RegisterComponent]
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public class AtmosExposedComponent
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: Component
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{
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public override string Name => "AtmosExposed";
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[ViewVariables]
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[ComponentDependency] private readonly TemperatureComponent? _temperatureComponent = null;
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[ViewVariables]
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[ComponentDependency] private readonly BarotraumaComponent? _barotraumaComponent = null;
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[ViewVariables]
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[ComponentDependency] private readonly FlammableComponent? _flammableComponent = null;
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public void Update(TileAtmosphere tile, float frameDelta)
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{
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if (_temperatureComponent != null)
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{
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if (tile.Air != null)
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{
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var temperatureDelta = tile.Air.Temperature - _temperatureComponent.CurrentTemperature;
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var heat = temperatureDelta * (tile.Air.HeatCapacity * _temperatureComponent.HeatCapacity / (tile.Air.HeatCapacity + _temperatureComponent.HeatCapacity));
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_temperatureComponent.ReceiveHeat(heat);
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}
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_temperatureComponent.Update();
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}
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_barotraumaComponent?.Update(tile.Air?.Pressure ?? 0);
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_flammableComponent?.Update(tile);
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}
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}
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}
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