Fire damage (#2024)
* Moved the uplink creation code to the PresetSuspicion.Start method to ensure uplink created when we give the traitor role Moved the starting TC balance to cvars * Added component to handle interaction with Atmospheric system Added damage from high and cold temperature * renamed AtmoExposable to AtmosExposed moved AtmosExposed updates to its own system refactored TemperatureComponent renamed fire to heat added null check for Air added self-heating and self-cooling to body system * small refactoring for checking on airless tile in MetabolismComponent * Added component to handle interaction with Atmospheric system Added damage from high and cold temperature * renamed AtmoExposable to AtmosExposed moved AtmosExposed updates to its own system refactored TemperatureComponent renamed fire to heat added null check for Air added self-heating and self-cooling to body system * small refactoring for checking on airless tile in MetabolismComponent * Removed Pressure property from BarotraumaComponent Changed CanShiver method to match style of other CanX method in ActionBlockerSystem * Merged EntityCoordinates and changed components to reflect the change * Fix typo * Wrapped string to Loc.GetString Added CanSweat Refactored dead state check
This commit is contained in:
@@ -0,0 +1,34 @@
|
||||
using Content.Server.Atmos;
|
||||
using Content.Server.GameObjects.Components.Atmos;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
[UsedImplicitly]
|
||||
public class AtmosExposedSystem
|
||||
: EntitySystem
|
||||
{
|
||||
[Dependency] private readonly IEntityManager _entityManager = default!;
|
||||
|
||||
private const float UpdateDelay = 3f;
|
||||
private float _lastUpdate;
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
_lastUpdate += frameTime;
|
||||
if (_lastUpdate < UpdateDelay) return;
|
||||
var atmoSystem = EntitySystemManager.GetEntitySystem<AtmosphereSystem>();
|
||||
// creadth: everything exposable by atmo should be updated as well
|
||||
foreach (var atmosExposedComponent in EntityManager.ComponentManager.EntityQuery<AtmosExposedComponent>())
|
||||
{
|
||||
var tile = atmosExposedComponent.Owner.Transform.Coordinates.GetTileAtmosphere(_entityManager);
|
||||
if (tile == null) continue;
|
||||
atmosExposedComponent.Update(tile, _lastUpdate);
|
||||
}
|
||||
|
||||
_lastUpdate = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -4,6 +4,7 @@ using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Content.Server.Atmos;
|
||||
using Content.Server.Atmos.Reactions;
|
||||
using Content.Server.GameObjects.Components.Atmos;
|
||||
using Content.Server.Interfaces;
|
||||
using Content.Shared.GameObjects.EntitySystems.Atmos;
|
||||
using JetBrains.Annotations;
|
||||
@@ -64,8 +65,7 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
|
||||
foreach (var (mapGridComponent, gridAtmosphereComponent) in EntityManager.ComponentManager.EntityQuery<IMapGridComponent, IGridAtmosphereComponent>())
|
||||
{
|
||||
if (_pauseManager.IsGridPaused(mapGridComponent.GridIndex))
|
||||
continue;
|
||||
if (_pauseManager.IsGridPaused(mapGridComponent.GridIndex)) continue;
|
||||
|
||||
gridAtmosphereComponent.Update(frameTime);
|
||||
}
|
||||
|
||||
@@ -1,29 +0,0 @@
|
||||
using Content.Server.GameObjects.Components.Atmos;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
[UsedImplicitly]
|
||||
public class BarotraumaSystem : EntitySystem
|
||||
{
|
||||
private const float TimePerUpdate = 3f;
|
||||
|
||||
private float _timer = 0f;
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
_timer += frameTime;
|
||||
|
||||
if (_timer < TimePerUpdate) return;
|
||||
|
||||
_timer = 0f;
|
||||
|
||||
foreach (var barotraumaComp in ComponentManager.EntityQuery<BarotraumaComponent>())
|
||||
{
|
||||
barotraumaComp.Update(frameTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,18 +0,0 @@
|
||||
using Content.Server.GameObjects.Components.Temperature;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
[UsedImplicitly]
|
||||
internal sealed class TemperatureSystem : EntitySystem
|
||||
{
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
foreach (var comp in ComponentManager.EntityQuery<TemperatureComponent>())
|
||||
{
|
||||
comp.OnUpdate(frameTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user