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OldThink/Content.Server/GameObjects/Components/Temperature/TemperatureComponent.cs

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2019-07-31 15:02:36 +02:00
using System;
using System.Diagnostics;
using Content.Server.GameObjects.Components.Mobs;
using Content.Shared.Atmos;
Bodysystem and damagesystem rework (#1544) * 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>
2020-08-17 01:42:42 +02:00
using Content.Shared.Damage;
using Content.Shared.GameObjects.Components.Damage;
using Content.Shared.GameObjects.Components.Mobs;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Temperature
{
/// <summary>
/// Handles changing temperature,
/// informing others of the current temperature,
/// and taking fire damage from high temperature.
/// </summary>
2019-07-31 15:02:36 +02:00
[RegisterComponent]
public class TemperatureComponent : Component
{
/// <inheritdoc />
public override string Name => "Temperature";
[ViewVariables] public float CurrentTemperature { get => _currentTemperature; set => _currentTemperature = value; }
[ViewVariables] public float HeatDamageThreshold => _heatDamageThreshold;
[ViewVariables] public float ColdDamageThreshold => _coldDamageThreshold;
[ViewVariables] public float TempDamageCoefficient => _tempDamageCoefficient;
[ViewVariables] public float HeatCapacity {
get
{
if (Owner.TryGetComponent<IPhysicsComponent>(out var physics))
{
return SpecificHeat * physics.Mass;
}
return Atmospherics.MinimumHeatCapacity;
}
}
[ViewVariables] public float SpecificHeat => _specificHeat;
private float _heatDamageThreshold;
private float _coldDamageThreshold;
private float _tempDamageCoefficient;
private float _currentTemperature;
private float _specificHeat;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _heatDamageThreshold, "heatDamageThreshold", 0);
serializer.DataField(ref _coldDamageThreshold, "coldDamageThreshold", 0);
serializer.DataField(ref _tempDamageCoefficient, "tempDamageCoefficient", 1);
serializer.DataField(ref _currentTemperature, "currentTemperature", Atmospherics.T20C);
serializer.DataField(ref _specificHeat, "specificHeat", Atmospherics.MinimumHeatCapacity);
}
public void Update()
{
var tempDamage = 0;
DamageType? damageType = null;
if (CurrentTemperature >= _heatDamageThreshold)
{
tempDamage = (int) Math.Floor((CurrentTemperature - _heatDamageThreshold) * _tempDamageCoefficient);
damageType = DamageType.Heat;
}
else if (CurrentTemperature <= _coldDamageThreshold)
{
tempDamage = (int) Math.Floor((_coldDamageThreshold - CurrentTemperature) * _tempDamageCoefficient);
damageType = DamageType.Cold;
}
if (Owner.TryGetComponent(out ServerStatusEffectsComponent status))
{
switch(CurrentTemperature)
{
// Cold strong.
case var t when t <= 260:
status.ChangeStatusEffect(StatusEffect.Temperature, "/Textures/Interface/StatusEffects/Temperature/cold3.png", null);
break;
// Cold mild.
case var t when t <= 280 && t > 260:
status.ChangeStatusEffect(StatusEffect.Temperature, "/Textures/Interface/StatusEffects/Temperature/cold2.png", null);
break;
// Cold weak.
case var t when t <= 292 && t > 280:
status.ChangeStatusEffect(StatusEffect.Temperature, "/Textures/Interface/StatusEffects/Temperature/cold1.png", null);
break;
// Safe.
case var t when t <= 327 && t > 292:
status.RemoveStatusEffect(StatusEffect.Temperature);
break;
// Heat weak.
case var t when t <= 335 && t > 327:
status.ChangeStatusEffect(StatusEffect.Temperature, "/Textures/Interface/StatusEffects/Temperature/hot1.png", null);
break;
// Heat mild.
case var t when t <= 345 && t > 335:
status.ChangeStatusEffect(StatusEffect.Temperature, "/Textures/Interface/StatusEffects/Temperature/hot2.png", null);
break;
// Heat strong.
case var t when t > 345:
status.ChangeStatusEffect(StatusEffect.Temperature, "/Textures/Interface/StatusEffects/Temperature/hot3.png", null);
break;
}
}
if (!damageType.HasValue) return;
if (!Owner.TryGetComponent(out IDamageableComponent component)) return;
component.ChangeDamage(damageType.Value, tempDamage, false);
}
/// <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;
}
}
}