* Things and stuff with grids, unfinished w/ code debug changes. * Updated submodule and also lost some progress cause I fucked it up xd * First unfinished draft of the BodySystem. Doesn't compile. * More changes to make it compile, but still just a framework. Doesn't do anything at the moment. * Many cleanup changes. * Revert "Merge branch 'master' of https://github.com/GlassEclipse/space-station-14 into body_system" This reverts commit ddd4aebbc76cf2a0b7b102f72b93d55a0816c88c, reversing changes made to 12d0dd752706bdda8879393bd8191a1199a0c978. * Commit human.yml * Updated a lot of things to be more classy, more progress overall, etc. etc. * Latest update with many changes * Minor changes * Fixed Travis build bug * Adds first draft of Body Scanner console, apparently I also forgot to tie Mechanisms into body parts so now a heart just sits in the Torso like a good boy :) * Commit rest of stuff * Latest changes * Latest changes again * 14 naked cowboys * Yay! * Latest changes (probably doesnt compile) * Surgery!!!!!!!!!~1116y * Cleaned some stuff up * More cleanup * Refactoring of code. Basic surgery path now done. * Removed readme, has been added to HackMD * Fixes typo (and thus test errors) * WIP changes, committing so I can pull latest master changes * Still working on that god awful merge * Latest changes * Latest changes!! * Beginning of refactor to BoundUserInterface * Surgery! * Latest changes - fixes pr change requests and random fixes * oops * Fixes bodypart recursion * Beginning of work on revamping the damage system. * More latest changes * Latest changes * Finished merge * Commit before removing old healthcode * Almost done with removing speciescomponent... * It compiles!!! * yahoo more work * Fixes to make it work * Merge conflict fixes * Deleting species visualizer was a mistake * IDE warnings are VERBOTEN * makes the server not kill itself on startup, some cleanup (#1) * Namespaces, comments and exception fixes * Fix conveyor and conveyor switch serialization SS14 in reactive when * Move damage, acts and body to shared Damage cleanup Comment cleanup * Rename SpeciesComponent to RotationComponent and cleanup Damage cleanup Comment cleanup * Fix nullable warnings * Address old reviews Fix off welder suicide damage type, deathmatch and suspicion * Fix new test fail with units being able to accept items when unpowered * Remove RotationComponent, change references to IBodyManagerComponent * Add a bloodstream to humans * More cleanups * Add body conduits, connections, connectors substances and valves * Revert "Add body conduits, connections, connectors substances and valves" This reverts commit 9ab0b50e6b15fe98852d7b0836c0cdbf4bd76d20. * Implement the heart mechanism behavior with the circulatory network * Added network property to mechanism behaviors * Changed human organ sprites and added missing ones * Fix tests * Add individual body part sprite rendering * Fix error where dropped mechanisms are not initialized * Implement client/server body damage * Make DamageContainer take care of raising events * Reimplement medical scanner with the new body system * Improve the medical scanner ui * Merge conflict fixes * Fix crash when colliding with something * Fix microwave suicides and eyes sprite rendering * Fix nullable reference error * Fix up surgery client side * Fix missing using from merge conflict * Add breathing *inhale * Merge conflict fixes * Fix accumulatedframetime being reset to 0 instead of decreased by the threshold https://github.com/space-wizards/space-station-14/pull/1617 * Use and add to the new AtmosHelpers * Fix feet * Add proper coloring to dropped body parts * Fix Urist's lungs being too strong * Merge conflict fixes * Merge conflict fixes * Merge conflict fixes Co-authored-by: GlassEclipse <tsymall5@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
99 lines
3.8 KiB
C#
99 lines
3.8 KiB
C#
using System;
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using System.Runtime.CompilerServices;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces.GameObjects;
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using Content.Shared.Atmos;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.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.Systems;
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namespace Content.Server.GameObjects.Components.Atmos
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{
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/// <summary>
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/// Barotrauma: injury because of changes in air pressure.
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/// </summary>
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[RegisterComponent]
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public class BarotraumaComponent : Component
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{
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public override string Name => "Barotrauma";
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Update(float frameTime)
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{
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if (!Owner.TryGetComponent(out IDamageableComponent damageable)) return;
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Owner.TryGetComponent(out ServerStatusEffectsComponent status);
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var coordinates = Owner.Transform.GridPosition;
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var gridAtmos = EntitySystem.Get<AtmosphereSystem>().GetGridAtmosphere(coordinates.GridID);
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var tile = gridAtmos?.GetTile(coordinates);
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var pressure = 1f;
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var highPressureMultiplier = 1f;
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var lowPressureMultiplier = 1f;
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foreach (var protection in Owner.GetAllComponents<IPressureProtection>())
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{
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highPressureMultiplier *= protection.HighPressureMultiplier;
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lowPressureMultiplier *= protection.LowPressureMultiplier;
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}
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if (tile?.Air != null)
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pressure = MathF.Max(tile.Air.Pressure, 1f);
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switch (pressure)
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{
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// Low pressure.
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case var p when p <= Atmospherics.WarningLowPressure:
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pressure *= lowPressureMultiplier;
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if(pressure > Atmospherics.WarningLowPressure)
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goto default;
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damageable.ChangeDamage(DamageType.Blunt, Atmospherics.LowPressureDamage, false, Owner);
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if (status == null) break;
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if (pressure <= Atmospherics.HazardLowPressure)
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{
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status.ChangeStatusEffect(StatusEffect.Pressure, "/Textures/Interface/StatusEffects/Pressure/lowpressure2.png", null);
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break;
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}
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status.ChangeStatusEffect(StatusEffect.Pressure, "/Textures/Interface/StatusEffects/Pressure/lowpressure1.png", null);
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break;
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// High pressure.
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case var p when p >= Atmospherics.WarningHighPressure:
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pressure *= highPressureMultiplier;
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if(pressure < Atmospherics.WarningHighPressure)
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goto default;
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var damage = (int) MathF.Min((pressure / Atmospherics.HazardHighPressure) * Atmospherics.PressureDamageCoefficient, Atmospherics.MaxHighPressureDamage);
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damageable.ChangeDamage(DamageType.Blunt, damage, false, Owner);
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if (status == null) break;
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if (pressure >= Atmospherics.HazardHighPressure)
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{
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status.ChangeStatusEffect(StatusEffect.Pressure, "/Textures/Interface/StatusEffects/Pressure/highpressure2.png", null);
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break;
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}
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status.ChangeStatusEffect(StatusEffect.Pressure, "/Textures/Interface/StatusEffects/Pressure/highpressure1.png", null);
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break;
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// Normal pressure.
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default:
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status?.RemoveStatusEffect(StatusEffect.Pressure);
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break;
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}
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}
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}
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}
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