* #272 add bordered panel for effects bar * #272 avoid mouse overlapping tooltip when near edges, change tooltip colors to match mockups * #272 WIP defining status effect states as YML and sending them as encoded integers * #272 refactor to use new alert system * #272 refactor to use new alert system * #272 fix various bugs with new alert system and update alerts to have color * #272 WIP * #272 rename status effects to alerts * #272 WIP reworking alert internals to avoid code dup and eliminate enum * #272 refactor alerts to use categories and fix various bugs * #272 more alert bugfixes * #272 alert ordering * #272 callback-based approach for alert clicks * #272 add debug commands for alerts * #272 utilize new GridContainer capabilities for sizing of alerts tab * #272 scale alerts height based on window size * #272 fix tooltip flicker * #272 transparent alert panel * #272 adjust styles to match injazz mockups more, add cooldown info in tooltip * #272 adjust styles to match injazz mockups more, add cooldown info in tooltip * #272 alert prototype tests * #272 alert manager tests * #272 alert order tests * #272 simple unit test for alerts component * #272 integration test for alerts * #272 rework alerts to use enums instead of id / category * #272 various cleanups for PR * #272 use byte for more compact alert messages * #272 rename StatusEffects folder to Alerts, add missing NetSerializable
145 lines
5.2 KiB
C#
145 lines
5.2 KiB
C#
using System;
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using System.Diagnostics;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Shared.Alert;
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using Content.Shared.Atmos;
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using Content.Shared.Damage;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Mobs;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Temperature
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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
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{
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/// <inheritdoc />
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public override string Name => "Temperature";
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[ViewVariables] public float CurrentTemperature { get => _currentTemperature; set => _currentTemperature = value; }
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[ViewVariables] public float HeatDamageThreshold => _heatDamageThreshold;
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[ViewVariables] public float ColdDamageThreshold => _coldDamageThreshold;
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[ViewVariables] public float TempDamageCoefficient => _tempDamageCoefficient;
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[ViewVariables] public float HeatCapacity {
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get
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{
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if (Owner.TryGetComponent<IPhysicsComponent>(out var physics))
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{
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return SpecificHeat * physics.Mass;
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}
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return Atmospherics.MinimumHeatCapacity;
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}
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}
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[ViewVariables] public float SpecificHeat => _specificHeat;
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private float _heatDamageThreshold;
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private float _coldDamageThreshold;
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private float _tempDamageCoefficient;
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private float _currentTemperature;
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private float _specificHeat;
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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 _heatDamageThreshold, "heatDamageThreshold", 0);
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serializer.DataField(ref _coldDamageThreshold, "coldDamageThreshold", 0);
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serializer.DataField(ref _tempDamageCoefficient, "tempDamageCoefficient", 1);
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serializer.DataField(ref _currentTemperature, "currentTemperature", Atmospherics.T20C);
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serializer.DataField(ref _specificHeat, "specificHeat", Atmospherics.MinimumHeatCapacity);
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}
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public void Update()
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{
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var tempDamage = 0;
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DamageType? damageType = null;
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if (CurrentTemperature >= _heatDamageThreshold)
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{
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tempDamage = (int) Math.Floor((CurrentTemperature - _heatDamageThreshold) * _tempDamageCoefficient);
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damageType = DamageType.Heat;
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}
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else if (CurrentTemperature <= _coldDamageThreshold)
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{
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tempDamage = (int) Math.Floor((_coldDamageThreshold - CurrentTemperature) * _tempDamageCoefficient);
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damageType = DamageType.Cold;
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}
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if (Owner.TryGetComponent(out ServerAlertsComponent status))
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{
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switch(CurrentTemperature)
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{
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// Cold strong.
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case var t when t <= 260:
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status.ShowAlert(AlertType.Cold, 3);
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break;
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// Cold mild.
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case var t when t <= 280 && t > 260:
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status.ShowAlert(AlertType.Cold, 2);
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break;
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// Cold weak.
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case var t when t <= 292 && t > 280:
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status.ShowAlert(AlertType.Cold, 1);
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break;
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// Safe.
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case var t when t <= 327 && t > 292:
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status.ClearAlertCategory(AlertCategory.Temperature);
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break;
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// Heat weak.
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case var t when t <= 335 && t > 327:
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status.ShowAlert(AlertType.Hot, 1);
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break;
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// Heat mild.
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case var t when t <= 345 && t > 335:
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status.ShowAlert(AlertType.Hot, 2);
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break;
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// Heat strong.
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case var t when t > 345:
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status.ShowAlert(AlertType.Hot, 3);
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break;
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}
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}
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if (!damageType.HasValue) return;
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if (!Owner.TryGetComponent(out IDamageableComponent component)) return;
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component.ChangeDamage(damageType.Value, tempDamage, false);
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}
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/// <summary>
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/// Forcefully give heat to this component
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/// </summary>
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/// <param name="heatAmount"></param>
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public void ReceiveHeat(float heatAmount)
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{
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CurrentTemperature += heatAmount / HeatCapacity;
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}
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/// <summary>
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/// Forcefully remove heat from this component
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/// </summary>
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/// <param name="heatAmount"></param>
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public void RemoveHeat(float heatAmount)
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{
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CurrentTemperature -= heatAmount / HeatCapacity;
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}
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}
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}
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