292 lines
13 KiB
C#
292 lines
13 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using Content.Server.Administration.Logs;
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using Content.Server.Atmos.Components;
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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.Database;
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using Content.Shared.FixedPoint;
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using Content.Shared.Inventory;
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using Content.Shared.Inventory.Events;
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using Robust.Shared.Containers;
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namespace Content.Server.Atmos.EntitySystems
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{
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public sealed class BarotraumaSystem : EntitySystem
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{
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[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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[Dependency] private readonly AlertsSystem _alertsSystem = default!;
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[Dependency] private readonly IAdminLogManager _adminLogger= default!;
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[Dependency] private readonly InventorySystem _inventorySystem = default!;
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private const float UpdateTimer = 1f;
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private float _timer;
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public override void Initialize()
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{
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SubscribeLocalEvent<PressureProtectionComponent, GotEquippedEvent>(OnPressureProtectionEquipped);
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SubscribeLocalEvent<PressureProtectionComponent, GotUnequippedEvent>(OnPressureProtectionUnequipped);
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SubscribeLocalEvent<PressureProtectionComponent, ComponentInit>(OnUpdateResistance);
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SubscribeLocalEvent<PressureProtectionComponent, ComponentRemove>(OnUpdateResistance);
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SubscribeLocalEvent<PressureImmunityComponent, ComponentInit>(OnPressureImmuneInit);
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SubscribeLocalEvent<PressureImmunityComponent, ComponentRemove>(OnPressureImmuneRemove);
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}
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private void OnPressureImmuneInit(EntityUid uid, PressureImmunityComponent pressureImmunity, ComponentInit args)
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{
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if (TryComp<BarotraumaComponent>(uid, out var barotrauma))
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{
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barotrauma.HasImmunity = true;
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}
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}
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private void OnPressureImmuneRemove(EntityUid uid, PressureImmunityComponent pressureImmunity, ComponentRemove args)
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{
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if (TryComp<BarotraumaComponent>(uid, out var barotrauma))
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{
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barotrauma.HasImmunity = false;
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}
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}
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/// <summary>
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/// Generic method for updating resistance on component Lifestage events
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/// </summary>
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private void OnUpdateResistance(EntityUid uid, PressureProtectionComponent pressureProtection, EntityEventArgs args)
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{
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if (TryComp<BarotraumaComponent>(uid, out var barotrauma))
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{
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UpdateCachedResistances(uid, barotrauma);
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}
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}
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private void OnPressureProtectionEquipped(EntityUid uid, PressureProtectionComponent pressureProtection, GotEquippedEvent args)
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{
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if (TryComp<BarotraumaComponent>(args.Equipee, out var barotrauma) && barotrauma.ProtectionSlots.Contains(args.Slot))
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{
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UpdateCachedResistances(args.Equipee, barotrauma);
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}
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}
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private void OnPressureProtectionUnequipped(EntityUid uid, PressureProtectionComponent pressureProtection, GotUnequippedEvent args)
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{
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if (TryComp<BarotraumaComponent>(args.Equipee, out var barotrauma) && barotrauma.ProtectionSlots.Contains(args.Slot))
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{
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UpdateCachedResistances(args.Equipee, barotrauma);
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}
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}
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/// <summary>
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/// Computes the pressure resistance for the entity coming from the equipment and any innate resistance.
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/// The ProtectionSlots field of the Barotrauma component specifies which parts must be protected for the protection to have any effet.
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/// </summary>
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private void UpdateCachedResistances(EntityUid uid, BarotraumaComponent barotrauma)
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{
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if (barotrauma.ProtectionSlots.Count != 0)
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{
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if (!TryComp(uid, out InventoryComponent? inv) || !TryComp(uid, out ContainerManagerComponent? contMan))
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{
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return;
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}
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var hPModifier = float.MinValue;
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var hPMultiplier = float.MinValue;
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var lPModifier = float.MaxValue;
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var lPMultiplier = float.MaxValue;
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foreach (var slot in barotrauma.ProtectionSlots)
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{
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if (!_inventorySystem.TryGetSlotEntity(uid, slot, out var equipment, inv, contMan)
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|| !TryGetPressureProtectionValues(equipment.Value,
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out var itemHighMultiplier,
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out var itemHighModifier,
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out var itemLowMultiplier,
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out var itemLowModifier))
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{
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// Missing protection, skin is exposed.
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hPModifier = 0f;
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hPMultiplier = 1f;
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lPModifier = 0f;
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lPMultiplier = 1f;
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break;
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}
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// The entity is as protected as its weakest part protection
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hPModifier = Math.Max(hPModifier, itemHighModifier.Value);
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hPMultiplier = Math.Max(hPMultiplier, itemHighMultiplier.Value);
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lPModifier = Math.Min(lPModifier, itemLowModifier.Value);
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lPMultiplier = Math.Min(lPMultiplier, itemLowMultiplier.Value);
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}
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barotrauma.HighPressureModifier = hPModifier;
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barotrauma.HighPressureMultiplier = hPMultiplier;
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barotrauma.LowPressureModifier = lPModifier;
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barotrauma.LowPressureMultiplier = lPMultiplier;
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}
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// any innate pressure resistance ?
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if (TryGetPressureProtectionValues(uid,
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out var highMultiplier,
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out var highModifier,
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out var lowMultiplier,
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out var lowModifier))
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{
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barotrauma.HighPressureModifier += highModifier.Value;
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barotrauma.HighPressureMultiplier *= highMultiplier.Value;
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barotrauma.LowPressureModifier += lowModifier.Value;
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barotrauma.LowPressureMultiplier *= lowMultiplier.Value;
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}
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}
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/// <summary>
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/// Returns adjusted pressure after having applied resistances from equipment and innate (if any), to check against a low pressure hazard threshold
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/// </summary>
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public float GetFeltLowPressure(EntityUid uid, BarotraumaComponent barotrauma, float environmentPressure)
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{
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if (barotrauma.HasImmunity)
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{
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return Atmospherics.OneAtmosphere;
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}
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var modified = (environmentPressure + barotrauma.LowPressureModifier) * (barotrauma.LowPressureMultiplier);
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return Math.Min(modified, Atmospherics.OneAtmosphere);
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}
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/// <summary>
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/// Returns adjusted pressure after having applied resistances from equipment and innate (if any), to check against a high pressure hazard threshold
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/// </summary>
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public float GetFeltHighPressure(EntityUid uid, BarotraumaComponent barotrauma, float environmentPressure)
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{
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if (barotrauma.HasImmunity)
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{
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return Atmospherics.OneAtmosphere;
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}
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var modified = (environmentPressure + barotrauma.HighPressureModifier) * (barotrauma.HighPressureMultiplier);
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return Math.Max(modified, Atmospherics.OneAtmosphere);
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}
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public bool TryGetPressureProtectionValues(
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Entity<PressureProtectionComponent?> ent,
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[NotNullWhen(true)] out float? highMultiplier,
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[NotNullWhen(true)] out float? highModifier,
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[NotNullWhen(true)] out float? lowMultiplier,
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[NotNullWhen(true)] out float? lowModifier)
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{
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highMultiplier = null;
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highModifier = null;
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lowMultiplier = null;
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lowModifier = null;
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if (!Resolve(ent, ref ent.Comp, false))
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return false;
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var comp = ent.Comp;
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var ev = new GetPressureProtectionValuesEvent
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{
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HighPressureMultiplier = comp.HighPressureMultiplier,
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HighPressureModifier = comp.HighPressureModifier,
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LowPressureMultiplier = comp.LowPressureMultiplier,
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LowPressureModifier = comp.LowPressureModifier
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};
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RaiseLocalEvent(ent, ref ev);
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highMultiplier = ev.HighPressureMultiplier;
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highModifier = ev.HighPressureModifier;
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lowMultiplier = ev.LowPressureMultiplier;
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lowModifier = ev.LowPressureModifier;
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return true;
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}
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public override void Update(float frameTime)
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{
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_timer += frameTime;
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if (_timer < UpdateTimer)
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return;
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_timer -= UpdateTimer;
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var enumerator = EntityQueryEnumerator<BarotraumaComponent, DamageableComponent>();
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while (enumerator.MoveNext(out var uid, out var barotrauma, out var damageable))
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{
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var totalDamage = FixedPoint2.Zero;
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foreach (var (barotraumaDamageType, _) in barotrauma.Damage.DamageDict)
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{
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if (!damageable.Damage.DamageDict.TryGetValue(barotraumaDamageType, out var damage))
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continue;
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totalDamage += damage;
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}
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if (totalDamage >= barotrauma.MaxDamage)
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continue;
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var pressure = 1f;
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if (_atmosphereSystem.GetContainingMixture(uid) is {} mixture)
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{
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pressure = MathF.Max(mixture.Pressure, 1f);
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}
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pressure = pressure switch
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{
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// Adjust pressure based on equipment. Works differently depending on if it's "high" or "low".
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<= Atmospherics.WarningLowPressure => GetFeltLowPressure(uid, barotrauma, pressure),
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>= Atmospherics.WarningHighPressure => GetFeltHighPressure(uid, barotrauma, pressure),
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_ => pressure
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};
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if (pressure <= Atmospherics.HazardLowPressure)
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{
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// Deal damage and ignore resistances. Resistance to pressure damage should be done via pressure protection gear.
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_damageableSystem.TryChangeDamage(uid, barotrauma.Damage * Atmospherics.LowPressureDamage, true, false);
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if (!barotrauma.TakingDamage)
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{
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barotrauma.TakingDamage = true;
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_adminLogger.Add(LogType.Barotrauma, $"{ToPrettyString(uid):entity} started taking low pressure damage");
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}
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_alertsSystem.ShowAlert(uid, barotrauma.LowPressureAlert, 2);
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}
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else if (pressure >= Atmospherics.HazardHighPressure)
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{
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var damageScale = MathF.Min(((pressure / Atmospherics.HazardHighPressure) - 1) * Atmospherics.PressureDamageCoefficient, Atmospherics.MaxHighPressureDamage);
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// Deal damage and ignore resistances. Resistance to pressure damage should be done via pressure protection gear.
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_damageableSystem.TryChangeDamage(uid, barotrauma.Damage * damageScale, true, false);
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if (!barotrauma.TakingDamage)
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{
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barotrauma.TakingDamage = true;
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_adminLogger.Add(LogType.Barotrauma, $"{ToPrettyString(uid):entity} started taking high pressure damage");
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}
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_alertsSystem.ShowAlert(uid, barotrauma.HighPressureAlert, 2);
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}
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else
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{
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// Within safe pressure limits
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if (barotrauma.TakingDamage)
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{
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barotrauma.TakingDamage = false;
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_adminLogger.Add(LogType.Barotrauma, $"{ToPrettyString(uid):entity} stopped taking pressure damage");
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}
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// Set correct alert.
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switch (pressure)
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{
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case <= Atmospherics.WarningLowPressure:
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_alertsSystem.ShowAlert(uid, barotrauma.LowPressureAlert, 1);
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break;
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case >= Atmospherics.WarningHighPressure:
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_alertsSystem.ShowAlert(uid, barotrauma.HighPressureAlert, 1);
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break;
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default:
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_alertsSystem.ClearAlertCategory(uid, barotrauma.PressureAlertCategory);
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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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}
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}
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