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OldThink/Content.Server/Atmos/EntitySystems/BarotraumaSystem.cs

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using System.Diagnostics.CodeAnalysis;
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using Content.Server.Administration.Logs;
using Content.Server.Atmos.Components;
using Content.Shared.Alert;
using Content.Shared.Atmos;
using Content.Shared.Damage;
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using Content.Shared.Database;
using Content.Shared.FixedPoint;
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using Content.Shared.Inventory;
using Content.Shared.Inventory.Events;
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using Robust.Shared.Containers;
namespace Content.Server.Atmos.EntitySystems
{
public sealed class BarotraumaSystem : EntitySystem
{
[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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[Dependency] private readonly AlertsSystem _alertsSystem = default!;
[Dependency] private readonly IAdminLogManager _adminLogger= default!;
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[Dependency] private readonly InventorySystem _inventorySystem = default!;
private const float UpdateTimer = 1f;
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private float _timer;
public override void Initialize()
{
SubscribeLocalEvent<PressureProtectionComponent, GotEquippedEvent>(OnPressureProtectionEquipped);
SubscribeLocalEvent<PressureProtectionComponent, GotUnequippedEvent>(OnPressureProtectionUnequipped);
SubscribeLocalEvent<PressureProtectionComponent, ComponentInit>(OnUpdateResistance);
SubscribeLocalEvent<PressureProtectionComponent, ComponentRemove>(OnUpdateResistance);
SubscribeLocalEvent<PressureImmunityComponent, ComponentInit>(OnPressureImmuneInit);
SubscribeLocalEvent<PressureImmunityComponent, ComponentRemove>(OnPressureImmuneRemove);
}
private void OnPressureImmuneInit(EntityUid uid, PressureImmunityComponent pressureImmunity, ComponentInit args)
{
if (TryComp<BarotraumaComponent>(uid, out var barotrauma))
{
barotrauma.HasImmunity = true;
}
}
private void OnPressureImmuneRemove(EntityUid uid, PressureImmunityComponent pressureImmunity, ComponentRemove args)
{
if (TryComp<BarotraumaComponent>(uid, out var barotrauma))
{
barotrauma.HasImmunity = false;
}
}
/// <summary>
/// Generic method for updating resistance on component Lifestage events
/// </summary>
private void OnUpdateResistance(EntityUid uid, PressureProtectionComponent pressureProtection, EntityEventArgs args)
{
if (TryComp<BarotraumaComponent>(uid, out var barotrauma))
{
UpdateCachedResistances(uid, barotrauma);
}
}
private void OnPressureProtectionEquipped(EntityUid uid, PressureProtectionComponent pressureProtection, GotEquippedEvent args)
{
if (TryComp<BarotraumaComponent>(args.Equipee, out var barotrauma) && barotrauma.ProtectionSlots.Contains(args.Slot))
{
UpdateCachedResistances(args.Equipee, barotrauma);
}
}
private void OnPressureProtectionUnequipped(EntityUid uid, PressureProtectionComponent pressureProtection, GotUnequippedEvent args)
{
if (TryComp<BarotraumaComponent>(args.Equipee, out var barotrauma) && barotrauma.ProtectionSlots.Contains(args.Slot))
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{
UpdateCachedResistances(args.Equipee, barotrauma);
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}
}
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/// <summary>
/// Computes the pressure resistance for the entity coming from the equipment and any innate resistance.
/// The ProtectionSlots field of the Barotrauma component specifies which parts must be protected for the protection to have any effet.
/// </summary>
private void UpdateCachedResistances(EntityUid uid, BarotraumaComponent barotrauma)
{
if (barotrauma.ProtectionSlots.Count != 0)
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{
if (!TryComp(uid, out InventoryComponent? inv) || !TryComp(uid, out ContainerManagerComponent? contMan))
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{
return;
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}
var hPModifier = float.MinValue;
var hPMultiplier = float.MinValue;
var lPModifier = float.MaxValue;
var lPMultiplier = float.MaxValue;
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foreach (var slot in barotrauma.ProtectionSlots)
{
if (!_inventorySystem.TryGetSlotEntity(uid, slot, out var equipment, inv, contMan)
|| !TryGetPressureProtectionValues(equipment.Value,
out var itemHighMultiplier,
out var itemHighModifier,
out var itemLowMultiplier,
out var itemLowModifier))
{
// Missing protection, skin is exposed.
hPModifier = 0f;
hPMultiplier = 1f;
lPModifier = 0f;
lPMultiplier = 1f;
break;
}
// The entity is as protected as its weakest part protection
hPModifier = Math.Max(hPModifier, itemHighModifier.Value);
hPMultiplier = Math.Max(hPMultiplier, itemHighMultiplier.Value);
lPModifier = Math.Min(lPModifier, itemLowModifier.Value);
lPMultiplier = Math.Min(lPMultiplier, itemLowMultiplier.Value);
}
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barotrauma.HighPressureModifier = hPModifier;
barotrauma.HighPressureMultiplier = hPMultiplier;
barotrauma.LowPressureModifier = lPModifier;
barotrauma.LowPressureMultiplier = lPMultiplier;
}
// any innate pressure resistance ?
if (TryGetPressureProtectionValues(uid,
out var highMultiplier,
out var highModifier,
out var lowMultiplier,
out var lowModifier))
{
barotrauma.HighPressureModifier += highModifier.Value;
barotrauma.HighPressureMultiplier *= highMultiplier.Value;
barotrauma.LowPressureModifier += lowModifier.Value;
barotrauma.LowPressureMultiplier *= lowMultiplier.Value;
}
}
/// <summary>
/// Returns adjusted pressure after having applied resistances from equipment and innate (if any), to check against a low pressure hazard threshold
/// </summary>
public float GetFeltLowPressure(EntityUid uid, BarotraumaComponent barotrauma, float environmentPressure)
{
if (barotrauma.HasImmunity)
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{
return Atmospherics.OneAtmosphere;
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}
return (environmentPressure + barotrauma.LowPressureModifier) * (barotrauma.LowPressureMultiplier);
}
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/// <summary>
/// Returns adjusted pressure after having applied resistances from equipment and innate (if any), to check against a high pressure hazard threshold
/// </summary>
public float GetFeltHighPressure(EntityUid uid, BarotraumaComponent barotrauma, float environmentPressure)
{
if (barotrauma.HasImmunity)
{
return Atmospherics.OneAtmosphere;
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}
return (environmentPressure + barotrauma.HighPressureModifier) * (barotrauma.HighPressureMultiplier);
}
public bool TryGetPressureProtectionValues(
Entity<PressureProtectionComponent?> ent,
[NotNullWhen(true)] out float? highMultiplier,
[NotNullWhen(true)] out float? highModifier,
[NotNullWhen(true)] out float? lowMultiplier,
[NotNullWhen(true)] out float? lowModifier)
{
highMultiplier = null;
highModifier = null;
lowMultiplier = null;
lowModifier = null;
if (!Resolve(ent, ref ent.Comp, false))
return false;
var comp = ent.Comp;
var ev = new GetPressureProtectionValuesEvent
{
HighPressureMultiplier = comp.HighPressureMultiplier,
HighPressureModifier = comp.HighPressureModifier,
LowPressureMultiplier = comp.LowPressureMultiplier,
LowPressureModifier = comp.LowPressureModifier
};
RaiseLocalEvent(ent, ref ev);
highMultiplier = ev.HighPressureMultiplier;
highModifier = ev.HighPressureModifier;
lowMultiplier = ev.LowPressureMultiplier;
lowModifier = ev.LowPressureModifier;
return true;
}
public override void Update(float frameTime)
{
_timer += frameTime;
if (_timer < UpdateTimer)
return;
_timer -= UpdateTimer;
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var enumerator = EntityQueryEnumerator<BarotraumaComponent, DamageableComponent>();
while (enumerator.MoveNext(out var uid, out var barotrauma, out var damageable))
{
var totalDamage = FixedPoint2.Zero;
foreach (var (barotraumaDamageType, _) in barotrauma.Damage.DamageDict)
{
if (!damageable.Damage.DamageDict.TryGetValue(barotraumaDamageType, out var damage))
continue;
totalDamage += damage;
}
if (totalDamage >= barotrauma.MaxDamage)
continue;
var pressure = 1f;
Refactors the AtmosphereSystem public-facing API to allow for multiple atmos backends. (#8134) * Refactors the entirety of the AtmosphereSystem public-facing API to allow for multiple atmos backends. * actually compiles * Remove commented out code * funny bracket * Move archived moles, temperature from GasMixture to TileAtmosphere. * WIP customizable map default mixture still VERY buggy * broken mess aaaaaaaaaaaaa * Fix lattice, etc not being considered space * visualization for "IsSpace" * help * Update Content.Client/Atmos/Overlays/AtmosDebugOverlay.cs Co-authored-by: Moony <moonheart08@users.noreply.github.com> * Holy SHIT it compiles AGAIN * Fix AtmosDeviceSystem crash at shutdown * Fix immutable tiles on map blueprints not being fixed by fixgridatmos/revalidate. * Use space instead of gasmixture immutable for heat capacity calculations * Remove all LINDA-specific code from GasMixture, move it to TileAtmosphere/AtmosphereSystem instead. * Fix roundstart tiles not processing * Update Content.Server/Atmos/Commands/SetTemperatureCommand.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Server/Atmos/EntitySystems/AtmosphereSystem.API.cs Changed Files tab is so large I can't commit both suggestions at once mfw Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Moony <moonheart08@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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if (_atmosphereSystem.GetContainingMixture(uid) is {} mixture)
{
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pressure = MathF.Max(mixture.Pressure, 1f);
}
switch (pressure)
{
// Low pressure.
case <= Atmospherics.WarningLowPressure:
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pressure = GetFeltLowPressure(uid, barotrauma, pressure);
if (pressure > Atmospherics.WarningLowPressure)
goto default;
// 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)
{
barotrauma.TakingDamage = true;
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_adminLogger.Add(LogType.Barotrauma, $"{ToPrettyString(uid):entity} started taking low pressure damage");
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}
if (pressure <= Atmospherics.HazardLowPressure)
{
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_alertsSystem.ShowAlert(uid, AlertType.LowPressure, 2);
break;
}
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_alertsSystem.ShowAlert(uid, AlertType.LowPressure, 1);
break;
// High pressure.
case >= Atmospherics.WarningHighPressure:
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pressure = GetFeltHighPressure(uid, barotrauma, pressure);
if (pressure < Atmospherics.WarningHighPressure)
goto default;
var damageScale = MathF.Min((pressure / Atmospherics.HazardHighPressure) * Atmospherics.PressureDamageCoefficient, Atmospherics.MaxHighPressureDamage);
// 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)
{
barotrauma.TakingDamage = true;
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_adminLogger.Add(LogType.Barotrauma, $"{ToPrettyString(uid):entity} started taking high pressure damage");
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}
if (pressure >= Atmospherics.HazardHighPressure)
{
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_alertsSystem.ShowAlert(uid, AlertType.HighPressure, 2);
break;
}
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_alertsSystem.ShowAlert(uid, AlertType.HighPressure, 1);
break;
// Normal pressure.
default:
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if (barotrauma.TakingDamage)
{
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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_alertsSystem.ClearAlertCategory(uid, AlertCategory.Pressure);
break;
}
}
}
}
}