Refactor Barotrauma to be ECS. (#4674)
- Refactor IPressureProtection to be two different ECS events.
This commit is contained in:
committed by
GitHub
parent
6891c32eb5
commit
246fda53c5
@@ -17,11 +17,9 @@ namespace Content.Server.Atmos.Components
|
||||
[ViewVariables]
|
||||
[ComponentDependency] private readonly TemperatureComponent? _temperatureComponent = null;
|
||||
|
||||
[ViewVariables]
|
||||
[ComponentDependency] private readonly BarotraumaComponent? _barotraumaComponent = null;
|
||||
|
||||
public void Update(GasMixture air, float frameDelta, AtmosphereSystem atmosphereSystem)
|
||||
{
|
||||
// TODO: I'm coming for you next, TemperatureComponent... Fear me for I am death, destroyer of shitcode.
|
||||
if (_temperatureComponent != null)
|
||||
{
|
||||
var temperatureDelta = air.Temperature - _temperatureComponent.CurrentTemperature;
|
||||
@@ -30,8 +28,6 @@ namespace Content.Server.Atmos.Components
|
||||
_temperatureComponent.ReceiveHeat(heat);
|
||||
_temperatureComponent.Update();
|
||||
}
|
||||
|
||||
_barotraumaComponent?.Update(air.Pressure);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,9 +1,3 @@
|
||||
using System;
|
||||
using System.Runtime.CompilerServices;
|
||||
using Content.Server.Alert;
|
||||
using Content.Server.Pressure;
|
||||
using Content.Shared.Alert;
|
||||
using Content.Shared.Atmos;
|
||||
using Content.Shared.Damage;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
@@ -22,75 +16,5 @@ namespace Content.Server.Atmos.Components
|
||||
[DataField("damage", required: true)]
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public DamageSpecifier Damage = default!;
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void Update(float airPressure)
|
||||
{
|
||||
if (!Owner.HasComponent<DamageableComponent>()) return;
|
||||
|
||||
var status = Owner.GetComponentOrNull<ServerAlertsComponent>();
|
||||
var highPressureMultiplier = 1f;
|
||||
var lowPressureMultiplier = 1f;
|
||||
|
||||
foreach (var protection in Owner.GetAllComponents<IPressureProtection>())
|
||||
{
|
||||
highPressureMultiplier *= protection.HighPressureMultiplier;
|
||||
lowPressureMultiplier *= protection.LowPressureMultiplier;
|
||||
}
|
||||
|
||||
var pressure = MathF.Max(airPressure, 1f);
|
||||
|
||||
switch (pressure)
|
||||
{
|
||||
// Low pressure.
|
||||
case var p when p <= Atmospherics.WarningLowPressure:
|
||||
pressure *= lowPressureMultiplier;
|
||||
if (pressure > Atmospherics.WarningLowPressure)
|
||||
goto default;
|
||||
|
||||
// Deal damage and ignore resistances. Resistance to pressure damage should be done via pressure protection gear.
|
||||
EntitySystem.Get<DamageableSystem>().TryChangeDamage(Owner.Uid, Damage * Atmospherics.LowPressureDamage, true);
|
||||
|
||||
if (status == null) break;
|
||||
|
||||
if (pressure <= Atmospherics.HazardLowPressure)
|
||||
{
|
||||
status.ShowAlert(AlertType.LowPressure, 2);
|
||||
break;
|
||||
}
|
||||
|
||||
status.ShowAlert(AlertType.LowPressure, 1);
|
||||
break;
|
||||
|
||||
// High pressure.
|
||||
case var p when p >= Atmospherics.WarningHighPressure:
|
||||
pressure *= highPressureMultiplier;
|
||||
|
||||
if(pressure < Atmospherics.WarningHighPressure)
|
||||
goto default;
|
||||
|
||||
var damageScale = (int) 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.
|
||||
EntitySystem.Get<DamageableSystem>().TryChangeDamage(Owner.Uid, Damage * damageScale, true);
|
||||
|
||||
if (status == null) break;
|
||||
|
||||
if (pressure >= Atmospherics.HazardHighPressure)
|
||||
{
|
||||
status.ShowAlert(AlertType.HighPressure, 2);
|
||||
break;
|
||||
}
|
||||
|
||||
status.ShowAlert(AlertType.HighPressure, 1);
|
||||
break;
|
||||
|
||||
// Normal pressure.
|
||||
default:
|
||||
status?.ClearAlertCategory(AlertCategory.Pressure);
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,21 +1,24 @@
|
||||
using Content.Server.Pressure;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Content.Server.Atmos.Components
|
||||
{
|
||||
[RegisterComponent]
|
||||
public class PressureProtectionComponent : Component, IPressureProtection
|
||||
public class PressureProtectionComponent : Component
|
||||
{
|
||||
public override string Name => "PressureProtection";
|
||||
|
||||
[ViewVariables]
|
||||
[DataField("highPressureMultiplier")]
|
||||
public float HighPressureMultiplier { get; private set; } = 1f;
|
||||
public float HighPressureMultiplier { get; } = 1f;
|
||||
|
||||
[DataField("highPressureModifier")]
|
||||
public float HighPressureModifier { get; } = 0f;
|
||||
|
||||
[ViewVariables]
|
||||
[DataField("lowPressureMultiplier")]
|
||||
public float LowPressureMultiplier { get; private set; } = 1f;
|
||||
public float LowPressureMultiplier { get; } = 1f;
|
||||
|
||||
[DataField("lowPressureModifier")]
|
||||
public float LowPressureModifier { get; } = 0f;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user