2019-07-31 15:02:36 +02:00
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using System;
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2020-09-09 18:03:27 +03:00
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using System.Diagnostics;
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2020-09-22 15:40:04 +02:00
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using Content.Server.GameObjects.Components.Mobs;
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2020-09-09 18:03:27 +03:00
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using Content.Shared.Atmos;
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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
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using Content.Shared.Damage;
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2020-08-13 14:40:27 +02:00
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using Content.Shared.GameObjects.Components.Damage;
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2020-09-22 15:40:04 +02:00
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using Content.Shared.GameObjects.Components.Mobs;
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2019-04-15 21:11:38 -06:00
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using Robust.Shared.GameObjects;
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2020-09-09 18:03:27 +03:00
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using Robust.Shared.GameObjects.Components;
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2019-04-15 21:11:38 -06:00
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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2017-10-07 15:15:29 +02:00
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2020-08-13 14:40:27 +02:00
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namespace Content.Server.GameObjects.Components.Temperature
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2017-10-07 15:15:29 +02:00
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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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2019-07-31 15:02:36 +02:00
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[RegisterComponent]
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2020-09-09 18:03:27 +03:00
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public class TemperatureComponent : Component
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2017-10-07 15:15:29 +02:00
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{
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/// <inheritdoc />
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public override string Name => "Temperature";
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2020-09-09 18:03:27 +03:00
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[ViewVariables] public float CurrentTemperature { get => _currentTemperature; set => _currentTemperature = value; }
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2017-10-07 15:15:29 +02:00
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2020-09-09 18:03:27 +03:00
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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 HeatCapacity {
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get
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{
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2020-10-11 16:36:58 +02:00
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if (Owner.TryGetComponent<IPhysicsComponent>(out var physics))
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2020-09-09 18:03:27 +03:00
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{
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return SpecificHeat * physics.Mass;
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}
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2017-10-07 15:15:29 +02:00
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2020-09-09 18:03:27 +03:00
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return Atmospherics.MinimumHeatCapacity;
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}
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}
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[ViewVariables] public float SpecificHeat => _specificHeat;
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private float _heatDamageThreshold;
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private float _coldDamageThreshold;
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private float _tempDamageCoefficient;
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private float _currentTemperature;
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private float _specificHeat;
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2017-10-07 15:15:29 +02:00
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2018-07-26 23:38:16 +02:00
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public override void ExposeData(ObjectSerializer serializer)
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2017-10-07 15:15:29 +02:00
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{
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2018-07-26 23:38:16 +02:00
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base.ExposeData(serializer);
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2017-10-07 15:15:29 +02:00
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2020-09-09 18:03:27 +03:00
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serializer.DataField(ref _heatDamageThreshold, "heatDamageThreshold", 0);
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serializer.DataField(ref _coldDamageThreshold, "coldDamageThreshold", 0);
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serializer.DataField(ref _tempDamageCoefficient, "tempDamageCoefficient", 1);
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serializer.DataField(ref _currentTemperature, "currentTemperature", Atmospherics.T20C);
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serializer.DataField(ref _specificHeat, "specificHeat", Atmospherics.MinimumHeatCapacity);
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2017-10-07 15:15:29 +02:00
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}
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2020-09-09 18:03:27 +03:00
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public void Update()
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2017-10-07 15:15:29 +02:00
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{
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2020-09-09 18:03:27 +03:00
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var tempDamage = 0;
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DamageType? damageType = null;
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if (CurrentTemperature >= _heatDamageThreshold)
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{
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tempDamage = (int) Math.Floor((CurrentTemperature - _heatDamageThreshold) * _tempDamageCoefficient);
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damageType = DamageType.Heat;
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}
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else if (CurrentTemperature <= _coldDamageThreshold)
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{
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tempDamage = (int) Math.Floor((_coldDamageThreshold - CurrentTemperature) * _tempDamageCoefficient);
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damageType = DamageType.Cold;
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}
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2017-10-07 15:15:29 +02:00
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2020-09-22 15:40:04 +02:00
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if (Owner.TryGetComponent(out ServerStatusEffectsComponent 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 var t when t <= 260:
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status.ChangeStatusEffect(StatusEffect.Temperature, "/Textures/Interface/StatusEffects/Temperature/cold3.png", null);
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break;
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// Cold mild.
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case var t when t <= 280 && t > 260:
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status.ChangeStatusEffect(StatusEffect.Temperature, "/Textures/Interface/StatusEffects/Temperature/cold2.png", null);
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break;
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// Cold weak.
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case var t when t <= 292 && t > 280:
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status.ChangeStatusEffect(StatusEffect.Temperature, "/Textures/Interface/StatusEffects/Temperature/cold1.png", null);
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break;
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// Safe.
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case var t when t <= 327 && t > 292:
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status.RemoveStatusEffect(StatusEffect.Temperature);
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break;
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// Heat weak.
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case var t when t <= 335 && t > 327:
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status.ChangeStatusEffect(StatusEffect.Temperature, "/Textures/Interface/StatusEffects/Temperature/hot1.png", null);
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break;
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// Heat mild.
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case var t when t <= 345 && t > 335:
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status.ChangeStatusEffect(StatusEffect.Temperature, "/Textures/Interface/StatusEffects/Temperature/hot2.png", null);
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break;
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// Heat strong.
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case var t when t > 345:
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status.ChangeStatusEffect(StatusEffect.Temperature, "/Textures/Interface/StatusEffects/Temperature/hot3.png", null);
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break;
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}
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}
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2020-09-09 18:03:27 +03:00
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if (!damageType.HasValue) return;
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2017-10-07 15:15:29 +02:00
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2020-09-09 18:03:27 +03:00
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if (!Owner.TryGetComponent(out IDamageableComponent component)) return;
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component.ChangeDamage(damageType.Value, tempDamage, false);
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}
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2017-10-07 15:15:29 +02:00
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2020-09-09 18:03:27 +03:00
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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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2017-10-07 15:15:29 +02:00
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}
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2020-09-09 18:03:27 +03:00
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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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2017-10-07 15:15:29 +02:00
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}
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}
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