Rejig pressure protection (#7560)
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@@ -1,8 +1,5 @@
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using Content.Shared.Damage;
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using Content.Shared.FixedPoint;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Atmos.Components
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{
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@@ -24,5 +21,11 @@ namespace Content.Server.Atmos.Components
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/// Used to keep track of when damage starts/stops. Useful for logs.
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/// </summary>
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public bool TakingDamage = false;
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/// <summary>
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/// These are the inventory slots that are checked for pressure protection. If a slot is missing protection, no protection is applied.
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/// </summary>
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[DataField("protectionSlots")]
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public List<string> ProtectionSlots = new() { "head", "outerClothing" };
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}
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}
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@@ -1,4 +1,3 @@
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using System;
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using Content.Server.Administration.Logs;
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using Content.Server.Atmos.Components;
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using Content.Shared.Alert;
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@@ -6,8 +5,8 @@ using Content.Shared.Atmos;
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using Content.Shared.Damage;
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using Content.Shared.Database;
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using Content.Shared.FixedPoint;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Content.Shared.Inventory;
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using Robust.Shared.Containers;
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namespace Content.Server.Atmos.EntitySystems
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{
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@@ -17,6 +16,7 @@ namespace Content.Server.Atmos.EntitySystems
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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[Dependency] private readonly AlertsSystem _alertsSystem = default!;
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[Dependency] private readonly AdminLogSystem _logSystem = default!;
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[Dependency] private readonly InventorySystem _inventorySystem = default!;
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private const float UpdateTimer = 1f;
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private float _timer;
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@@ -39,27 +39,72 @@ namespace Content.Server.Atmos.EntitySystems
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args.Multiplier *= component.LowPressureMultiplier;
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}
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private float CalculateFeltPressure(float environmentPressure, PressureEvent pressureEvent)
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public float GetFeltLowPressure(BarotraumaComponent baro, float environmentPressure)
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{
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environmentPressure += pressureEvent.Modifier;
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environmentPressure *= pressureEvent.Multiplier;
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return environmentPressure;
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}
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var modifier = float.MaxValue;
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var multiplier = float.MaxValue;
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public float GetFeltLowPressure(EntityUid uid, float environmentPressure)
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{
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TryComp(baro.Owner, out InventoryComponent? inv);
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TryComp(baro.Owner, out ContainerManagerComponent? contMan);
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// TODO: cache this & update when equipment changes?
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// This continuously raises events for every player in space.
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// First, check if for protective equipment
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foreach (var slot in baro.ProtectionSlots)
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{
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if (!_inventorySystem.TryGetSlotEntity(baro.Owner, slot, out var equipment, inv, contMan)
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|| ! TryComp(equipment, out PressureProtectionComponent? protection))
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{
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// Missing protection, skin is exposed.
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modifier = 0;
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multiplier = 1;
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break;
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}
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modifier = Math.Min(protection.LowPressureModifier, modifier);
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multiplier = Math.Min(protection.LowPressureMultiplier, multiplier);
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}
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// Then apply any generic, non-clothing related modifiers.
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var lowPressureEvent = new LowPressureEvent(environmentPressure);
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RaiseLocalEvent(uid, lowPressureEvent, false);
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RaiseLocalEvent(baro.Owner, lowPressureEvent, false);
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return CalculateFeltPressure(environmentPressure, lowPressureEvent);
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return (environmentPressure + modifier + lowPressureEvent.Modifier) * (multiplier * lowPressureEvent.Multiplier);
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}
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public float GetFeltHighPressure(EntityUid uid, float environmentPressure)
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public float GetFeltHighPressure(BarotraumaComponent baro, float environmentPressure)
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{
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var highPressureEvent = new HighPressureEvent(environmentPressure);
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RaiseLocalEvent(uid, highPressureEvent, false);
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var modifier = float.MinValue;
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var multiplier = float.MinValue;
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return CalculateFeltPressure(environmentPressure, highPressureEvent);
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TryComp(baro.Owner, out InventoryComponent? inv);
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TryComp(baro.Owner, out ContainerManagerComponent? contMan);
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// TODO: cache this & update when equipment changes?
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// Not as import and as low-pressure, but probably still useful.
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// First, check if for protective equipment
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foreach (var slot in baro.ProtectionSlots)
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{
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if (!_inventorySystem.TryGetSlotEntity(baro.Owner, slot, out var equipment, inv, contMan)
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|| !TryComp(equipment, out PressureProtectionComponent? protection))
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{
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// Missing protection, skin is exposed.
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modifier = 0;
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multiplier = 1;
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break;
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}
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modifier = Math.Max(protection.LowPressureModifier, modifier);
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multiplier = Math.Max(protection.LowPressureMultiplier, multiplier);
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}
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// Then apply any generic, non-clothing related modifiers.
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var highPressureEvent = new HighPressureEvent(environmentPressure);
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RaiseLocalEvent(baro.Owner, highPressureEvent, false);
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return (environmentPressure + modifier + highPressureEvent.Modifier) * (multiplier * highPressureEvent.Multiplier);
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}
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public override void Update(float frameTime)
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@@ -94,7 +139,7 @@ namespace Content.Server.Atmos.EntitySystems
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{
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// Low pressure.
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case <= Atmospherics.WarningLowPressure:
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pressure = GetFeltLowPressure(barotrauma.Owner, pressure);
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pressure = GetFeltLowPressure(barotrauma, pressure);
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if (pressure > Atmospherics.WarningLowPressure)
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goto default;
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@@ -119,7 +164,7 @@ namespace Content.Server.Atmos.EntitySystems
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// High pressure.
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case >= Atmospherics.WarningHighPressure:
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pressure = GetFeltHighPressure(barotrauma.Owner, pressure);
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pressure = GetFeltHighPressure(barotrauma, pressure);
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if(pressure < Atmospherics.WarningHighPressure)
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goto default;
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@@ -1,9 +1,6 @@
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using Content.Shared.Inventory;
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using Robust.Shared.GameObjects;
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namespace Content.Server.Atmos
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{
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public abstract class PressureEvent : EntityEventArgs, IInventoryRelayEvent
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public abstract class PressureEvent : EntityEventArgs
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{
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/// <summary>
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/// The environment pressure.
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@@ -29,11 +26,6 @@ namespace Content.Server.Atmos
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/// </remarks>
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public float Multiplier { get; set; } = 1f;
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/// <summary>
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/// The inventory slots that should be checked for pressure protecting equipment.
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/// </summary>
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public SlotFlags TargetSlots { get; } = ~SlotFlags.POCKET;
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protected PressureEvent(float pressure)
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{
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Pressure = pressure;
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