Atmos pipe rework (#3833)
* Initial * Cleanup a bunch of things * some changes dunno * RequireAnchored * a * stuff * more work * Lots of progress * delete pipe visualizer * a * b * pipenet and pipenode cleanup * Fixes * Adds GasValve * Adds GasMiner * Fix stuff, maybe? * More fixes * Ignored components on the client * Adds thermomachine behavior, change a bunch of stuff * Remove Anchored * some work, but it's shitcode * significantly more ECS * ECS AtmosDevices * Cleanup * fix appearance * when the pipe direction is sus * Gas tanks and canisters * pipe anchoring and stuff * coding is my passion * Unsafe pipes take longer to unanchor * turns out we're no longer using eris canisters * Gas canister inserted tank appearance, improvements * Work on a bunch of appearances * Scrubber appearance * Reorganize AtmosphereSystem.Piping into a bunch of different systems * Appearance for vent/scrubber/pump turns off when leaving atmosphere * ThermoMachine appearance * Cleanup gas tanks * Remove passive gate unused imports * remove old canister UI functionality * PipeNode environment air, make everything use AssumeAir instead of merging manually * a * Reorganize atmos to follow new structure * ????? * Canister UI, restructure client * Restructure shared * Fix build tho * listen, at least the canister UI works entirely... * fix build : ) * Atmos device prototypes have names and descriptions * gas canister ui slider doesn't jitter * trinary prototypes * sprite for miners * ignore components * fix YAML * Fix port system doing useless thing * Fix build * fix thinking moment * fix build again because * canister direction * pipenode is a word * GasTank Air will throw on invalid states * fix build.... * Unhardcode volume pump thresholds * Volume pump and filter take time into account * Rename Join/Leave atmosphere events to AtmosDeviceEnabled/Disabled Event * Gas tank node volume is set by initial mixtuer * I love node container
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Content.Server/Atmos/Components/BarotraumaComponent.cs
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90
Content.Server/Atmos/Components/BarotraumaComponent.cs
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using System;
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using System.Runtime.CompilerServices;
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using Content.Server.Alert;
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using Content.Server.Pressure;
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using Content.Shared.Alert;
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using Content.Shared.Atmos;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Components;
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using Robust.Shared.GameObjects;
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namespace Content.Server.Atmos.Components
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{
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/// <summary>
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/// Barotrauma: injury because of changes in air pressure.
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/// </summary>
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[RegisterComponent]
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public class BarotraumaComponent : Component
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{
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public override string Name => "Barotrauma";
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void Update(float airPressure)
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{
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if (!Owner.TryGetComponent(out IDamageableComponent? damageable)) return;
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var status = Owner.GetComponentOrNull<ServerAlertsComponent>();
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var highPressureMultiplier = 1f;
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var lowPressureMultiplier = 1f;
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foreach (var protection in Owner.GetAllComponents<IPressureProtection>())
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{
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highPressureMultiplier *= protection.HighPressureMultiplier;
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lowPressureMultiplier *= protection.LowPressureMultiplier;
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}
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var pressure = MathF.Max(airPressure, 1f);
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switch (pressure)
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{
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// Low pressure.
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case var p when p <= Atmospherics.WarningLowPressure:
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pressure *= lowPressureMultiplier;
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if(pressure > Atmospherics.WarningLowPressure)
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goto default;
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damageable.ChangeDamage(DamageType.Blunt, Atmospherics.LowPressureDamage, false, Owner);
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if (status == null) break;
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if (pressure <= Atmospherics.HazardLowPressure)
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{
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status.ShowAlert(AlertType.LowPressure, 2);
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break;
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}
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status.ShowAlert(AlertType.LowPressure, 1);
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break;
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// High pressure.
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case var p when p >= Atmospherics.WarningHighPressure:
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pressure *= highPressureMultiplier;
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if(pressure < Atmospherics.WarningHighPressure)
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goto default;
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var damage = (int) MathF.Min((pressure / Atmospherics.HazardHighPressure) * Atmospherics.PressureDamageCoefficient, Atmospherics.MaxHighPressureDamage);
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damageable.ChangeDamage(DamageType.Blunt, damage, false, Owner);
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if (status == null) break;
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if (pressure >= Atmospherics.HazardHighPressure)
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{
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status.ShowAlert(AlertType.HighPressure, 2);
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break;
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}
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status.ShowAlert(AlertType.HighPressure, 1);
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break;
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// Normal pressure.
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default:
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status?.ClearAlertCategory(AlertCategory.Pressure);
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break;
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}
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}
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}
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}
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