* ECS and damage Data * Comments and newlines * Added Comments * Make TryChangeDamageEvent immutable * Remove SetAllDamage event Use public SetAllDamage function instead * Undo destructible mistakes That was some shit code. * Rename DamageData to DamageSpecifier And misc small edits misc * Cache trigger prototypes. * Renaming destructible classes & functions * Revert "Cache trigger prototypes." This reverts commit 86bae15ba6616884dba75f552dfdfbe2d1fb6586. * Replace prototypes with prototype IDs. * Split damage.yml into individual files * move get/handle component state to system * Update HealthChange doc * Make godmode call Dirty() on damageable component * Add Initialize() to fix damage test * Make non-static * uncache resistance set prototype and trim DamageableComponentState * Remove unnecessary Dirty() calls during initialization * RemoveTryChangeDamageEvent * revert Dirty() * Fix MobState relying on DamageableComponent.Dirty() * Fix DisposalUnit Tests. These were previously failing, but because the async was not await-ed, this never raised the exception. After I fixed MobState component, this exception stopped happening and instead the assertions started being tested & failing * Disposal test 2: electric boogaloo * Fix typos/mistakes also add comments and fix spacing. * Use Uids instead of IEntity * fix merge * Comments, a merge issue, and making some damage ignore resistances * Extend DamageSpecifier and use it for DamageableComponent * fix master merge * Fix Disposal unit test. Again. Snapgrids were removed in master * Execute Exectute
139 lines
4.8 KiB
C#
139 lines
4.8 KiB
C#
using System;
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using Content.Server.Alert;
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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 Robust.Shared.GameObjects;
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using Robust.Shared.Physics;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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using Robust.Shared.IoC;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Temperature.Components
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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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[DataField("heatDamageThreshold")]
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private float _heatDamageThreshold = default;
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[DataField("coldDamageThreshold")]
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private float _coldDamageThreshold = default;
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[DataField("tempDamageCoefficient")]
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private float _tempDamageCoefficient = 1;
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[DataField("currentTemperature")]
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public float CurrentTemperature { get; set; } = Atmospherics.T20C;
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[DataField("specificHeat")]
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private float _specificHeat = Atmospherics.MinimumHeatCapacity;
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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 SpecificHeat => _specificHeat;
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[ViewVariables] public float HeatCapacity {
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get
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{
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if (Owner.TryGetComponent<IPhysBody>(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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[DataField("coldDamage", required: true)]
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[ViewVariables(VVAccess.ReadWrite)]
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public DamageSpecifier ColdDamage = default!;
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[DataField("heatDamage", required: true)]
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[ViewVariables(VVAccess.ReadWrite)]
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public DamageSpecifier HeatDamage = default!;
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public void Update()
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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 <= 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 <= 280 and > 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 <= 292 and > 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 <= 327 and > 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 <= 335 and > 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 <= 345 and > 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 > 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 (!Owner.HasComponent<DamageableComponent>()) return;
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if (CurrentTemperature >= _heatDamageThreshold)
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{
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int tempDamage = (int) Math.Floor((CurrentTemperature - _heatDamageThreshold) * _tempDamageCoefficient);
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EntitySystem.Get<DamageableSystem>().TryChangeDamage(Owner.Uid, HeatDamage * tempDamage);
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}
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else if (CurrentTemperature <= _coldDamageThreshold)
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{
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int tempDamage = (int) Math.Floor((_coldDamageThreshold - CurrentTemperature) * _tempDamageCoefficient);
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EntitySystem.Get<DamageableSystem>().TryChangeDamage(Owner.Uid, ColdDamage * tempDamage);
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}
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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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