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
138
Content.Server/Atmos/EntitySystems/BarotraumaSystem.cs
Normal file
138
Content.Server/Atmos/EntitySystems/BarotraumaSystem.cs
Normal file
@@ -0,0 +1,138 @@
|
||||
using System;
|
||||
using Content.Server.Alert;
|
||||
using Content.Server.Atmos.Components;
|
||||
using Content.Shared.Alert;
|
||||
using Content.Shared.Atmos;
|
||||
using Content.Shared.Damage;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
|
||||
namespace Content.Server.Atmos.EntitySystems
|
||||
{
|
||||
public class BarotraumaSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
|
||||
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
|
||||
|
||||
private const float UpdateTimer = 1f;
|
||||
|
||||
private float _timer = 0f;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
SubscribeLocalEvent<PressureProtectionComponent, HighPressureEvent>(OnHighPressureEvent);
|
||||
SubscribeLocalEvent<PressureProtectionComponent, LowPressureEvent>(OnLowPressureEvent);
|
||||
}
|
||||
|
||||
private void OnHighPressureEvent(EntityUid uid, PressureProtectionComponent component, HighPressureEvent args)
|
||||
{
|
||||
args.Modifier += component.HighPressureModifier;
|
||||
args.Multiplier *= component.HighPressureMultiplier;
|
||||
}
|
||||
|
||||
private void OnLowPressureEvent(EntityUid uid, PressureProtectionComponent component, LowPressureEvent args)
|
||||
{
|
||||
args.Modifier += component.LowPressureModifier;
|
||||
args.Multiplier *= component.LowPressureMultiplier;
|
||||
}
|
||||
|
||||
private float CalculateFeltPressure(float environmentPressure, PressureEvent pressureEvent)
|
||||
{
|
||||
environmentPressure += pressureEvent.Modifier;
|
||||
environmentPressure *= pressureEvent.Multiplier;
|
||||
return environmentPressure;
|
||||
}
|
||||
|
||||
public float GetFeltLowPressure(EntityUid uid, float environmentPressure)
|
||||
{
|
||||
var lowPressureEvent = new LowPressureEvent(environmentPressure);
|
||||
RaiseLocalEvent(uid, lowPressureEvent, false);
|
||||
|
||||
return CalculateFeltPressure(environmentPressure, lowPressureEvent);
|
||||
}
|
||||
|
||||
public float GetFeltHighPressure(EntityUid uid, float environmentPressure)
|
||||
{
|
||||
var highPressureEvent = new HighPressureEvent(environmentPressure);
|
||||
RaiseLocalEvent(uid, highPressureEvent, false);
|
||||
|
||||
return CalculateFeltPressure(environmentPressure, highPressureEvent);
|
||||
}
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
_timer += frameTime;
|
||||
|
||||
if (_timer < UpdateTimer)
|
||||
return;
|
||||
|
||||
_timer -= UpdateTimer;
|
||||
|
||||
foreach (var (barotrauma, transform) in ComponentManager.EntityQuery<BarotraumaComponent, ITransformComponent>())
|
||||
{
|
||||
var uid = barotrauma.Owner.Uid;
|
||||
|
||||
var status = barotrauma.Owner.GetComponentOrNull<ServerAlertsComponent>();
|
||||
|
||||
var pressure = 1f;
|
||||
|
||||
if (_atmosphereSystem.GetTileMixture(transform.Coordinates) is { } mixture)
|
||||
{
|
||||
pressure = MathF.Max(mixture.Pressure, 1f);;
|
||||
}
|
||||
|
||||
switch (pressure)
|
||||
{
|
||||
// Low pressure.
|
||||
case <= Atmospherics.WarningLowPressure:
|
||||
pressure = GetFeltLowPressure(uid, pressure);
|
||||
|
||||
if (pressure > Atmospherics.WarningLowPressure)
|
||||
goto default;
|
||||
|
||||
// Deal damage and ignore resistances. Resistance to pressure damage should be done via pressure protection gear.
|
||||
_damageableSystem.TryChangeDamage(uid, barotrauma.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 >= Atmospherics.WarningHighPressure:
|
||||
pressure = GetFeltHighPressure(uid, pressure);
|
||||
|
||||
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.
|
||||
_damageableSystem.TryChangeDamage(uid, barotrauma.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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user