Files
tbd-station-14/Content.Server/Temperature/Components/TemperatureComponent.cs
Leon Friedrich df584ad446 ECS damageable (#4529)
* 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
2021-09-14 10:07:37 -07:00

139 lines
4.8 KiB
C#

using System;
using Content.Server.Alert;
using Content.Shared.Alert;
using Content.Shared.Atmos;
using Content.Shared.Damage;
using Robust.Shared.GameObjects;
using Robust.Shared.Physics;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
using Robust.Shared.IoC;
using Robust.Shared.Prototypes;
namespace Content.Server.Temperature.Components
{
/// <summary>
/// Handles changing temperature,
/// informing others of the current temperature,
/// and taking fire damage from high temperature.
/// </summary>
[RegisterComponent]
public class TemperatureComponent : Component
{
/// <inheritdoc />
public override string Name => "Temperature";
[DataField("heatDamageThreshold")]
private float _heatDamageThreshold = default;
[DataField("coldDamageThreshold")]
private float _coldDamageThreshold = default;
[DataField("tempDamageCoefficient")]
private float _tempDamageCoefficient = 1;
[DataField("currentTemperature")]
public float CurrentTemperature { get; set; } = Atmospherics.T20C;
[DataField("specificHeat")]
private float _specificHeat = Atmospherics.MinimumHeatCapacity;
[ViewVariables] public float HeatDamageThreshold => _heatDamageThreshold;
[ViewVariables] public float ColdDamageThreshold => _coldDamageThreshold;
[ViewVariables] public float TempDamageCoefficient => _tempDamageCoefficient;
[ViewVariables] public float SpecificHeat => _specificHeat;
[ViewVariables] public float HeatCapacity {
get
{
if (Owner.TryGetComponent<IPhysBody>(out var physics))
{
return SpecificHeat * physics.Mass;
}
return Atmospherics.MinimumHeatCapacity;
}
}
[DataField("coldDamage", required: true)]
[ViewVariables(VVAccess.ReadWrite)]
public DamageSpecifier ColdDamage = default!;
[DataField("heatDamage", required: true)]
[ViewVariables(VVAccess.ReadWrite)]
public DamageSpecifier HeatDamage = default!;
public void Update()
{
if (Owner.TryGetComponent(out ServerAlertsComponent? status))
{
switch (CurrentTemperature)
{
// Cold strong.
case <= 260:
status.ShowAlert(AlertType.Cold, 3);
break;
// Cold mild.
case <= 280 and > 260:
status.ShowAlert(AlertType.Cold, 2);
break;
// Cold weak.
case <= 292 and > 280:
status.ShowAlert(AlertType.Cold, 1);
break;
// Safe.
case <= 327 and > 292:
status.ClearAlertCategory(AlertCategory.Temperature);
break;
// Heat weak.
case <= 335 and > 327:
status.ShowAlert(AlertType.Hot, 1);
break;
// Heat mild.
case <= 345 and > 335:
status.ShowAlert(AlertType.Hot, 2);
break;
// Heat strong.
case > 345:
status.ShowAlert(AlertType.Hot, 3);
break;
}
}
if (!Owner.HasComponent<DamageableComponent>()) return;
if (CurrentTemperature >= _heatDamageThreshold)
{
int tempDamage = (int) Math.Floor((CurrentTemperature - _heatDamageThreshold) * _tempDamageCoefficient);
EntitySystem.Get<DamageableSystem>().TryChangeDamage(Owner.Uid, HeatDamage * tempDamage);
}
else if (CurrentTemperature <= _coldDamageThreshold)
{
int tempDamage = (int) Math.Floor((_coldDamageThreshold - CurrentTemperature) * _tempDamageCoefficient);
EntitySystem.Get<DamageableSystem>().TryChangeDamage(Owner.Uid, ColdDamage * tempDamage);
}
}
/// <summary>
/// Forcefully give heat to this component
/// </summary>
/// <param name="heatAmount"></param>
public void ReceiveHeat(float heatAmount)
{
CurrentTemperature += heatAmount / HeatCapacity;
}
/// <summary>
/// Forcefully remove heat from this component
/// </summary>
/// <param name="heatAmount"></param>
public void RemoveHeat(float heatAmount)
{
CurrentTemperature -= heatAmount / HeatCapacity;
}
}
}