Adds barotrauma (pressure damage) (#1605)
* Adds barotrauma, disables it for now * At least show status effect, but don't damage the mobs * Fix switch misuse
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using System.Runtime.CompilerServices;
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using CannyFastMath;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces.GameObjects;
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using Content.Shared.Atmos;
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using Content.Shared.GameObjects.Components.Mobs;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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namespace Content.Server.GameObjects.Components.Atmos
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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 frameTime)
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{
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if (!Owner.TryGetComponent(out DamageableComponent damageable)) return;
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Owner.TryGetComponent(out ServerStatusEffectsComponent status);
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var coordinates = Owner.Transform.GridPosition;
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var gridAtmos = EntitySystem.Get<AtmosphereSystem>().GetGridAtmosphere(coordinates.GridID);
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var tile = gridAtmos?.GetTile(coordinates);
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var pressure = 1f;
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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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if (tile?.Air != null)
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pressure = MathF.Max(tile.Air.Pressure, 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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// TODO ATMOS Uncomment this when saltern is pressurized
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//damageable.TakeDamage(DamageType.Brute, Atmospherics.LowPressureDamage, Owner, null);
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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.ChangeStatusEffect(StatusEffect.Pressure, "/Textures/Interface/StatusEffects/Pressure/lowpressure2.png", null);
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break;
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}
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status.ChangeStatusEffect(StatusEffect.Pressure, "/Textures/Interface/StatusEffects/Pressure/lowpressure1.png", null);
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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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// TODO ATMOS Uncomment this when saltern is pressurized
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//damageable.TakeDamage(DamageType.Brute, damage, Owner, null);
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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.ChangeStatusEffect(StatusEffect.Pressure, "/Textures/Interface/StatusEffects/Pressure/highpressure2.png", null);
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break;
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}
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status.ChangeStatusEffect(StatusEffect.Pressure, "/Textures/Interface/StatusEffects/Pressure/highpressure1.png", null);
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break;
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// Normal pressure.
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default:
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status?.RemoveStatusEffect(StatusEffect.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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@@ -0,0 +1,27 @@
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using Content.Server.Interfaces.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Atmos
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{
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[RegisterComponent]
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public class PressureProtectionComponent : Component, IPressureProtection
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{
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public override string Name => "PressureProtection";
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[ViewVariables]
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public float HighPressureMultiplier { get; private set; }
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[ViewVariables]
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public float LowPressureMultiplier { get; private set; }
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(this, x => HighPressureMultiplier, "highPressureMultiplier", 1f);
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serializer.DataField(this, x => LowPressureMultiplier, "lowPressureMultiplier", 1f);
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}
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}
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}
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