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
This commit is contained in:
Víctor Aguilera Puerto
2020-08-07 16:23:16 +02:00
committed by GitHub
parent 079937a9fe
commit ffc9a24ea0
16 changed files with 300 additions and 3 deletions

View File

@@ -158,6 +158,44 @@ namespace Content.Shared.Atmos
public const float PhoronUpperTemperature = (1370f+T0C);
public const float PhoronOxygenFullburn = 10f;
public const float PhoronBurnRateDelta = 9f;
/// <summary>
/// Determines at what pressure the ultra-high pressure red icon is displayed.
/// </summary>
public const float HazardHighPressure = 550f;
/// <summary>
/// Determines when the orange pressure icon is displayed.
/// </summary>
public const float WarningHighPressure = 0.7f * HazardHighPressure;
/// <summary>
/// Determines when the gray low pressure icon is displayed.
/// </summary>
public const float WarningLowPressure = 2.5f * HazardLowPressure;
/// <summary>
/// Determines when the black ultra-low pressure icon is displayed.
/// </summary>
public const float HazardLowPressure = 20f;
/// <summary>
/// The amount of pressure damage someone takes is equal to (pressure / HAZARD_HIGH_PRESSURE)*PRESSURE_DAMAGE_COEFFICIENT,
/// with the maximum of MaxHighPressureDamage.
/// </summary>
public const float PressureDamageCoefficient = 4;
/// <summary>
/// Maximum amount of damage that can be endured with high pressure.
/// </summary>
public const int MaxHighPressureDamage = 4;
/// <summary>
/// The amount of damage someone takes when in a low pressure area
/// (The pressure threshold is so low that it doesn't make sense to do any calculations,
/// so it just applies this flat value).
/// </summary>
public const int LowPressureDamage = 4;
}
/// <summary>