# Conflicts: # Content.Client/Administration/Managers/ClientAdminManager.cs # Content.Client/Administration/Systems/BwoinkSystem.cs # Content.Client/Alerts/ClientAlertsSystem.cs # Content.Client/Audio/BackgroundAudioSystem.cs # Content.Client/CardboardBox/CardboardBoxSystem.cs # Content.Client/Chemistry/UI/InjectorStatusControl.cs # Content.Client/Chemistry/UI/ReagentDispenserWindow.xaml # Content.Client/Chemistry/UI/ReagentDispenserWindow.xaml.cs # Content.Client/Clothing/ClientClothingSystem.cs # Content.Client/CriminalRecords/CriminalRecordsConsoleBoundUserInterface.cs # Content.Client/CriminalRecords/CriminalRecordsConsoleWindow.xaml.cs # Content.Client/Decals/Overlays/DecalOverlay.cs # Content.Client/DoAfter/DoAfterOverlay.cs # Content.Client/Doors/AirlockSystem.cs # Content.Client/HealthAnalyzer/UI/HealthAnalyzerWindow.xaml # Content.Client/HealthAnalyzer/UI/HealthAnalyzerWindow.xaml.cs # Content.Client/Launcher/LauncherConnectingGui.xaml # Content.Client/Launcher/LauncherConnectingGui.xaml.cs # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/LobbyGui.xaml.cs # Content.Client/MainMenu/UI/MainMenuControl.xaml # Content.Client/MassMedia/Ui/MiniArticleCardControl.xaml # Content.Client/MassMedia/Ui/MiniArticleCardControl.xaml.cs # Content.Client/MassMedia/Ui/NewsWriteMenu.xaml # Content.Client/MassMedia/Ui/NewsWriteMenu.xaml.cs # Content.Client/Options/UI/Tabs/MiscTab.xaml # Content.Client/Options/UI/Tabs/MiscTab.xaml.cs # Content.Client/Outline/InteractionOutlineSystem.cs # Content.Client/Overlays/ShowSecurityIconsSystem.cs # Content.Client/Players/PlayTimeTracking/JobRequirementsManager.cs # Content.Client/Popups/PopupOverlay.cs # Content.Client/Popups/PopupSystem.cs # Content.Client/Preferences/ClientPreferencesManager.cs # Content.Client/Preferences/UI/HumanoidProfileEditor.xaml # Content.Client/Preferences/UI/HumanoidProfileEditor.xaml.cs # Content.Client/StatusIcon/StatusIconOverlay.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Systems/Bwoink/AHelpUIController.cs # Content.Client/UserInterface/Systems/Chat/ChatUIController.cs # Content.Server/Access/Systems/IdCardConsoleSystem.cs # Content.Server/Administration/Commands/BanCommand.cs # Content.Server/Administration/Notes/AdminMessageEui.cs # Content.Server/Administration/Notes/AdminNotesSystem.cs # Content.Server/Administration/Notes/IAdminNotesManager.cs # Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs # Content.Server/Administration/Systems/BwoinkSystem.cs # Content.Server/Administration/UI/PermissionsEui.cs # Content.Server/Antag/AntagSelectionSystem.cs # Content.Server/Atmos/EntitySystems/BarotraumaSystem.cs # Content.Server/Atmos/Piping/Unary/EntitySystems/GasThermoMachineSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Chemistry/EntitySystems/InjectorSystem.cs # Content.Server/Chemistry/EntitySystems/ReagentDispenserSystem.cs # Content.Server/Connection/ConnectionManager.cs # Content.Server/CriminalRecords/Systems/CriminalRecordsConsoleSystem.cs # Content.Server/Database/DatabaseRecords.cs # Content.Server/Database/ServerDbBase.cs # Content.Server/Database/ServerDbManager.cs # Content.Server/DeviceLinking/Systems/SignalTimerSystem.cs # Content.Server/Doors/Systems/DoorSystem.cs # Content.Server/Execution/ExecutionSystem.cs # Content.Server/Explosion/EntitySystems/ExplosionSystem.cs # Content.Server/Fax/FaxSystem.cs # Content.Server/Fluids/EntitySystems/PuddleSystem.Evaporation.cs # Content.Server/GameTicking/GameTicker.Replays.cs # Content.Server/GameTicking/GameTicker.RoundFlow.cs # Content.Server/GameTicking/Rules/Components/ThiefRuleComponent.cs # Content.Server/GameTicking/Rules/GameRuleSystem.Utility.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/GameTicking/Rules/RevolutionaryRuleSystem.cs # Content.Server/GameTicking/Rules/ThiefRuleSystem.cs # Content.Server/GameTicking/Rules/TraitorRuleSystem.cs # Content.Server/GameTicking/Rules/ZombieRuleSystem.cs # Content.Server/Hands/Systems/HandsSystem.cs # Content.Server/Holosign/HolosignSystem.cs # Content.Server/Humanoid/Systems/HumanoidAppearanceSystem.cs # Content.Server/Info/InfoSystem.cs # Content.Server/Kitchen/EntitySystems/SharpSystem.cs # Content.Server/Magic/MagicSystem.cs # Content.Server/MagicMirror/MagicMirrorSystem.cs # Content.Server/Mapping/MappingSystem.cs # Content.Server/MassMedia/Systems/NewsSystem.cs # Content.Server/Medical/Components/HealthAnalyzerComponent.cs # Content.Server/Medical/CrewMonitoring/CrewMonitoringServerSystem.cs # Content.Server/Medical/CryoPodSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Nutrition/EntitySystems/OpenableSystem.cs # Content.Server/Preferences/Managers/ServerPreferencesManager.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/Resist/EscapeInventorySystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.Abilities.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.Console.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Shuttles/Systems/ShuttleConsoleSystem.cs # Content.Server/Shuttles/Systems/ShuttleSystem.FasterThanLight.cs # Content.Server/Species/Systems/NymphSystem.cs # Content.Server/StationEvents/Components/GasLeakRuleComponent.cs # Content.Server/StationEvents/EventManagerSystem.cs # Content.Server/Store/Systems/StoreSystem.Ui.cs # Content.Server/Strip/StrippableSystem.cs # Content.Server/VendingMachines/VendingMachineSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Shared.Database/LogType.cs # Content.Shared/Actions/SharedActionsSystem.cs # Content.Shared/Administration/AdminFlags.cs # Content.Shared/Administration/SharedBwoinkSystem.cs # Content.Shared/Anomaly/SharedAnomalySystem.cs # Content.Shared/Bed/Sleep/SharedSleepingSystem.cs # Content.Shared/Buckle/SharedBuckleSystem.Strap.cs # Content.Shared/Chat/ChatChannel.cs # Content.Shared/Chemistry/Components/InjectorComponent.cs # Content.Shared/Chemistry/EntitySystems/SharedInjectorSystem.cs # Content.Shared/Chemistry/SharedReagentDispenser.cs # Content.Shared/Containers/ItemSlot/ItemSlotsComponent.cs # Content.Shared/CriminalRecords/Systems/SharedCriminalRecordsConsoleSystem.cs # Content.Shared/Cuffs/SharedCuffableSystem.cs # Content.Shared/Doors/Systems/SharedDoorSystem.cs # Content.Shared/Friction/TileFrictionController.cs # Content.Shared/Humanoid/Prototypes/SpeciesPrototype.cs # Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs # Content.Shared/Implants/SharedImplanterSystem.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/MedicalScanner/HealthAnalyzerScannedUserMessage.cs # Content.Shared/Nutrition/Components/OpenableComponent.cs # Content.Shared/Nutrition/EntitySystems/SharedOpenableSystem.cs # Content.Shared/Nutrition/EntitySystems/ThirstSystem.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Content.Shared/Preferences/ICharacterProfile.cs # Content.Shared/Projectiles/SharedProjectileSystem.cs # Content.Shared/Pulling/Systems/SharedPullingSystem.Actions.cs # Content.Shared/Security/SecurityStatus.cs # Content.Shared/Security/Systems/DeployableBarrierSystem.cs # Content.Shared/Slippery/SlipperySystem.cs # Content.Shared/Species/Systems/ReformSystem.cs # Content.Shared/Standing/StandingStateSystem.cs # Content.Shared/StatusIcon/StatusIconPrototype.cs # Content.Shared/Store/ListingPrototype.cs # Content.Shared/VendingMachines/SharedVendingMachineSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # README.md # Resources/Audio/Ambience/Antag/pirate_start.ogg # Resources/Changelog/Changelog.yml # Resources/Credits/GitHub.txt # Resources/Locale/en-US/criminal-records/criminal-records.ftl # Resources/Locale/en-US/escape-menu/ui/options-menu.ftl # Resources/Locale/en-US/medical/components/health-analyzer-component.ftl # Resources/Locale/en-US/reagents/meta/biological.ftl # Resources/Locale/en-US/reagents/meta/fun.ftl # Resources/Locale/en-US/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/seeds/seeds.ftl # Resources/Locale/en-US/wires/wire-names.ftl # Resources/Maps/Shuttles/cargo_fland.yml # Resources/Maps/core.yml # Resources/Maps/europa.yml # Resources/Maps/fland.yml # Resources/Maps/origin.yml # Resources/Maps/saltern.yml # Resources/Maps/train.yml # Resources/Prototypes/Actions/diona.yml # Resources/Prototypes/Atmospherics/gases.yml # Resources/Prototypes/Catalog/Cargo/cargo_emergency.yml # Resources/Prototypes/Catalog/Cargo/cargo_engines.yml # Resources/Prototypes/Catalog/Cargo/cargo_fun.yml # Resources/Prototypes/Catalog/Cargo/cargo_security.yml # Resources/Prototypes/Catalog/Cargo/cargo_service.yml # Resources/Prototypes/Catalog/Cargo/cargo_vending.yml # Resources/Prototypes/Catalog/Fills/Boxes/general.yml # Resources/Prototypes/Catalog/Fills/Boxes/syndicate.yml # Resources/Prototypes/Catalog/Fills/Crates/engines.yml # Resources/Prototypes/Catalog/Fills/Items/briefcases.yml # Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/bardrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/clothesmate.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/lawdrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/medical.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/medidrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/robotics.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/sec.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Datasets/Names/first_male.yml # Resources/Prototypes/Datasets/tips.yml # Resources/Prototypes/Entities/Clothing/Hands/colored.yml # Resources/Prototypes/Entities/Clothing/Head/base_clothinghead.yml # Resources/Prototypes/Entities/Clothing/Head/hats.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml # Resources/Prototypes/Entities/Clothing/Uniforms/jumpsuits.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/Player/silicon.yml # Resources/Prototypes/Entities/Mobs/Species/base.yml # Resources/Prototypes/Entities/Mobs/Species/slime.yml # Resources/Prototypes/Entities/Mobs/Species/vox.yml # Resources/Prototypes/Entities/Objects/Consumable/Drinks/drinks.yml # Resources/Prototypes/Entities/Objects/Consumable/Drinks/drinks_bottles.yml # Resources/Prototypes/Entities/Objects/Consumable/Food/produce.yml # Resources/Prototypes/Entities/Objects/Devices/Electronics/signaller.yml # Resources/Prototypes/Entities/Objects/Devices/nuke.yml # Resources/Prototypes/Entities/Objects/Devices/pda.yml # Resources/Prototypes/Entities/Objects/Fun/toys.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/glass.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Misc/implanters.yml # Resources/Prototypes/Entities/Objects/Misc/kudzu.yml # Resources/Prototypes/Entities/Objects/Misc/rubber_stamp.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Hydroponics/tools.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/handheld_crew_monitor.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/healthanalyzer.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/firebomb.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml # Resources/Prototypes/Entities/Structures/Decoration/curtains.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/access.yml # Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml # Resources/Prototypes/Entities/Structures/Doors/Windoors/base_structurewindoors.yml # Resources/Prototypes/Entities/Structures/Lighting/base_lighting.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Machines/vending_machines.yml # Resources/Prototypes/Entities/Structures/Specific/Anomaly/anomalies.yml # Resources/Prototypes/Entities/Structures/Storage/glass_box.yml # Resources/Prototypes/Entities/Structures/Wallmounts/fireaxe_cabinet.yml # Resources/Prototypes/Entities/Structures/Wallmounts/switch.yml # Resources/Prototypes/Entities/Structures/Walls/asteroid.yml # Resources/Prototypes/Entities/Structures/Walls/grille.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/Entities/Structures/Windows/window.yml # Resources/Prototypes/Entities/Structures/stairs.yml # Resources/Prototypes/GameRules/events.yml # Resources/Prototypes/Hydroponics/seeds.yml # Resources/Prototypes/Maps/saltern.yml # Resources/Prototypes/Reagents/biological.yml # Resources/Prototypes/Reagents/fun.yml # Resources/Prototypes/Recipes/Construction/Graphs/utilities/solarpanel.yml # Resources/Prototypes/Recipes/Construction/weapons.yml # Resources/Prototypes/Recipes/Crafting/improvised.yml # Resources/Prototypes/Recipes/Lathes/clothing.yml # Resources/Prototypes/Recipes/Reactions/fun.yml # Resources/Prototypes/Research/arsenal.yml # Resources/Prototypes/Roles/Jobs/Engineering/technical_assistant.yml # Resources/Prototypes/Roles/Jobs/Fun/emergencyresponseteam.yml # Resources/Prototypes/Roles/Jobs/Medical/medical_intern.yml # Resources/Prototypes/Roles/Jobs/Medical/paramedic.yml # Resources/Prototypes/Roles/Jobs/Science/research_assistant.yml # Resources/Prototypes/Roles/Jobs/Security/detective.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/departments.yml # Resources/Prototypes/Species/human.yml # Resources/Prototypes/Species/vox.yml # Resources/Prototypes/Stacks/Materials/materials.yml # Resources/Prototypes/StatusEffects/health.yml # Resources/Prototypes/Tiles/plating.yml # Resources/Prototypes/Voice/speech_emote_sounds.yml # Resources/Prototypes/Voice/speech_emotes.yml # Resources/Prototypes/explosion.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Prototypes/secret_weights.yml # Resources/Prototypes/tags.yml # Resources/ServerInfo/Guidebook/Jobs.xml # Resources/ServerInfo/Guidebook/Science/ArtifactReports.xml # Resources/Textures/Clothing/Belt/emt.rsi/meta.json # Resources/Textures/Clothing/Head/Hats/beret_medic.rsi/meta.json # Resources/Textures/Clothing/Head/Hats/beret_qm.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/bluesoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/corpsoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/greensoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/greysoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/paramedicsoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Mask/neckgaiterred.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/slayer.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/syndicate.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/qmformal.rsi/meta.json # Resources/Textures/Decals/Overlays/greyscale.rsi/checkerNESW.png # Resources/Textures/Decals/Overlays/greyscale.rsi/checkerNWSE.png # Resources/Textures/Decals/Overlays/greyscale.rsi/fulltile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay_180.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay_270.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay_90.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay_180.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay_270.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay_90.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay_180.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay_270.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay_90.png # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Interface/emotions.svg.192dpi.png.yml # Resources/Textures/LobbyScreens/dead-in-space.png.yml # Resources/Textures/LobbyScreens/doomed.webp.yml # Resources/Textures/LobbyScreens/pharmacy.png.yml # Resources/Textures/LobbyScreens/pharmacy.webp.yml # Resources/Textures/LobbyScreens/robotics.webp.yml # Resources/Textures/LobbyScreens/supermatter.png.yml # Resources/Textures/LobbyScreens/susstation.png.yml # Resources/Textures/LobbyScreens/warden.png.yml # Resources/Textures/LobbyScreens/warden.webp.yml # Resources/Textures/Mobs/Customization/human_hair.rsi/meta.json # Resources/Textures/Mobs/Effects/brute_damage.rsi/LLeg_Brute_40.png # Resources/Textures/Mobs/Effects/brute_damage.rsi/RLeg_Brute_40.png # Resources/Textures/Objects/Devices/nuke.rsi/meta.json # Resources/Textures/Objects/Devices/nuke.rsi/nuclearbomb_deployed.png # Resources/Textures/Objects/Devices/nuke.rsi/nuclearbomb_exploding.png # Resources/Textures/Objects/Devices/nuke.rsi/nuclearbomb_timing.png # Resources/Textures/Objects/Misc/books.rsi/meta.json # Resources/Textures/Objects/Misc/bureaucracy.rsi/paper_stamp-lawyer.png # Resources/Textures/Objects/Storage/boxes.rsi/meta.json # Resources/Textures/Objects/Tools/t-ray.rsi/tray-off.png # Resources/Textures/Objects/Tools/t-ray.rsi/tray-on.png # Resources/Textures/Objects/Weapons/Guns/Battery/mini-ebow.rsi/bolt.png # Resources/Textures/Structures/Doors/Airlocks/Standard/external.rsi/emergency_open_unlit.png # Resources/Textures/Structures/Doors/Airlocks/Standard/shuttle_syndicate.rsi/emergency_open_unlit.png # Resources/Textures/Structures/Doors/Windoors/plasma.rsi/emergency_unlit.png # Resources/Textures/Structures/Doors/Windoors/uranium.rsi/emergency_unlit.png # Resources/Textures/Structures/Power/Generation/Singularity/emitter.rsi/locked.png # Resources/Textures/Tiles/attributions.yml # Resources/Textures/Tiles/shuttleblue.png # Resources/Textures/Tiles/shuttleorange.png # Resources/Textures/Tiles/shuttlepurple.png # Resources/Textures/Tiles/shuttlered.png # Resources/Textures/Tiles/shuttlewhite.png # Resources/Textures/White/Fluff/DOOMMAX/cap_cap.rsi/meta.json # Resources/Textures/White/Fluff/HSKveez/hardsuit.rsi/meta.json # Resources/Textures/White/Fluff/Vtergot/strictgloves.rsi/meta.json # Resources/clientCommandPerms.yml # Resources/migration.yml
336 lines
13 KiB
C#
336 lines
13 KiB
C#
using System.Diagnostics.CodeAnalysis;
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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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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 Content.Shared.Inventory;
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using Content.Shared.Inventory.Events;
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using Content.Shared._White.Mood;
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using Content.Shared.Changeling;
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using Robust.Shared.Containers;
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namespace Content.Server.Atmos.EntitySystems;
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public sealed class BarotraumaSystem : EntitySystem
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{
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[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
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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 IAdminLogManager _adminLogger = 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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public override void Initialize()
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{
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SubscribeLocalEvent<PressureProtectionComponent, GotEquippedEvent>(OnPressureProtectionEquipped);
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SubscribeLocalEvent<PressureProtectionComponent, GotUnequippedEvent>(OnPressureProtectionUnequipped);
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SubscribeLocalEvent<PressureProtectionComponent, ComponentInit>(OnUpdateResistance);
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SubscribeLocalEvent<PressureProtectionComponent, ComponentRemove>(OnUpdateResistance);
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SubscribeLocalEvent<PressureImmunityComponent, ComponentInit>(OnPressureImmuneInit);
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SubscribeLocalEvent<PressureImmunityComponent, ComponentRemove>(OnPressureImmuneRemove);
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}
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private void OnPressureImmuneInit(EntityUid uid, PressureImmunityComponent pressureImmunity, ComponentInit args)
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{
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if (TryComp<BarotraumaComponent>(uid, out var barotrauma))
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{
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barotrauma.HasImmunity = true;
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}
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}
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private void OnPressureImmuneRemove(
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EntityUid uid,
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PressureImmunityComponent pressureImmunity,
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ComponentRemove args)
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{
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if (TryComp<BarotraumaComponent>(uid, out var barotrauma))
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{
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barotrauma.HasImmunity = false;
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}
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}
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/// <summary>
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/// Generic method for updating resistance on component Lifestage events
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/// </summary>
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private void OnUpdateResistance(
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EntityUid uid,
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PressureProtectionComponent pressureProtection,
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EntityEventArgs args)
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{
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if (TryComp<BarotraumaComponent>(uid, out var barotrauma))
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{
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UpdateCachedResistances(uid, barotrauma);
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}
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}
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private void OnPressureProtectionEquipped(
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EntityUid uid,
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PressureProtectionComponent pressureProtection,
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GotEquippedEvent args)
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{
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if (TryComp<BarotraumaComponent>(args.Equipee, out var barotrauma) &&
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barotrauma.ProtectionSlots.Contains(args.Slot))
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{
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UpdateCachedResistances(args.Equipee, barotrauma);
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}
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}
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private void OnPressureProtectionUnequipped(
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EntityUid uid,
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PressureProtectionComponent pressureProtection,
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GotUnequippedEvent args)
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{
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if (TryComp<BarotraumaComponent>(args.Equipee, out var barotrauma) &&
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barotrauma.ProtectionSlots.Contains(args.Slot))
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{
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UpdateCachedResistances(args.Equipee, barotrauma);
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}
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}
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/// <summary>
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/// Computes the pressure resistance for the entity coming from the equipment and any innate resistance.
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/// The ProtectionSlots field of the Barotrauma component specifies which parts must be protected for the protection to have any effet.
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/// </summary>
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private void UpdateCachedResistances(EntityUid uid, BarotraumaComponent barotrauma)
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{
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if (barotrauma.ProtectionSlots.Count != 0)
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{
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if (!TryComp(uid, out InventoryComponent? inv) || !TryComp(uid, out ContainerManagerComponent? contMan))
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{
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return;
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}
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var hPModifier = float.MinValue;
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var hPMultiplier = float.MinValue;
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var lPModifier = float.MaxValue;
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var lPMultiplier = float.MaxValue;
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foreach (var slot in barotrauma.ProtectionSlots)
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{
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if (!_inventorySystem.TryGetSlotEntity(uid, slot, out var equipment, inv, contMan)
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|| !TryGetPressureProtectionValues(equipment.Value,
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out var itemHighMultiplier,
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out var itemHighModifier,
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out var itemLowMultiplier,
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out var itemLowModifier))
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{
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// Missing protection, skin is exposed.
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hPModifier = 0f;
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hPMultiplier = 1f;
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lPModifier = 0f;
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lPMultiplier = 1f;
|
|
break;
|
|
}
|
|
|
|
// The entity is as protected as its weakest part protection
|
|
hPModifier = Math.Max(hPModifier, itemHighModifier.Value);
|
|
hPMultiplier = Math.Max(hPMultiplier, itemHighMultiplier.Value);
|
|
lPModifier = Math.Min(lPModifier, itemLowModifier.Value);
|
|
lPMultiplier = Math.Min(lPMultiplier, itemLowMultiplier.Value);
|
|
}
|
|
|
|
barotrauma.HighPressureModifier = hPModifier;
|
|
barotrauma.HighPressureMultiplier = hPMultiplier;
|
|
barotrauma.LowPressureModifier = lPModifier;
|
|
barotrauma.LowPressureMultiplier = lPMultiplier;
|
|
}
|
|
|
|
// any innate pressure resistance ?
|
|
if (TryGetPressureProtectionValues(uid,
|
|
out var highMultiplier,
|
|
out var highModifier,
|
|
out var lowMultiplier,
|
|
out var lowModifier))
|
|
{
|
|
barotrauma.HighPressureModifier += highModifier.Value;
|
|
barotrauma.HighPressureMultiplier *= highMultiplier.Value;
|
|
barotrauma.LowPressureModifier += lowModifier.Value;
|
|
barotrauma.LowPressureMultiplier *= lowMultiplier.Value;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns adjusted pressure after having applied resistances from equipment and innate (if any), to check against a low pressure hazard threshold
|
|
/// </summary>
|
|
public float GetFeltLowPressure(EntityUid uid, BarotraumaComponent barotrauma, float environmentPressure)
|
|
{
|
|
if (barotrauma.HasImmunity)
|
|
{
|
|
return Atmospherics.OneAtmosphere;
|
|
}
|
|
|
|
var modified = (environmentPressure + barotrauma.LowPressureModifier) * (barotrauma.LowPressureMultiplier);
|
|
return Math.Min(modified, Atmospherics.OneAtmosphere);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns adjusted pressure after having applied resistances from equipment and innate (if any), to check against a high pressure hazard threshold
|
|
/// </summary>
|
|
public float GetFeltHighPressure(EntityUid uid, BarotraumaComponent barotrauma, float environmentPressure)
|
|
{
|
|
if (barotrauma.HasImmunity)
|
|
{
|
|
return Atmospherics.OneAtmosphere;
|
|
}
|
|
|
|
var modified = (environmentPressure + barotrauma.HighPressureModifier) *
|
|
(barotrauma.HighPressureMultiplier);
|
|
|
|
return Math.Max(modified, Atmospherics.OneAtmosphere);
|
|
}
|
|
|
|
public bool TryGetPressureProtectionValues(
|
|
Entity<PressureProtectionComponent?> ent,
|
|
[NotNullWhen(true)] out float? highMultiplier,
|
|
[NotNullWhen(true)] out float? highModifier,
|
|
[NotNullWhen(true)] out float? lowMultiplier,
|
|
[NotNullWhen(true)] out float? lowModifier)
|
|
{
|
|
highMultiplier = null;
|
|
highModifier = null;
|
|
lowMultiplier = null;
|
|
lowModifier = null;
|
|
if (!Resolve(ent, ref ent.Comp, false))
|
|
return false;
|
|
|
|
var comp = ent.Comp;
|
|
var ev = new GetPressureProtectionValuesEvent
|
|
{
|
|
HighPressureMultiplier = comp.HighPressureMultiplier,
|
|
HighPressureModifier = comp.HighPressureModifier,
|
|
LowPressureMultiplier = comp.LowPressureMultiplier,
|
|
LowPressureModifier = comp.LowPressureModifier
|
|
};
|
|
|
|
RaiseLocalEvent(ent, ref ev);
|
|
highMultiplier = ev.HighPressureMultiplier;
|
|
highModifier = ev.HighPressureModifier;
|
|
lowMultiplier = ev.LowPressureMultiplier;
|
|
lowModifier = ev.LowPressureModifier;
|
|
return true;
|
|
}
|
|
|
|
public override void Update(float frameTime)
|
|
{
|
|
_timer += frameTime;
|
|
|
|
if (_timer < UpdateTimer)
|
|
return;
|
|
|
|
_timer -= UpdateTimer;
|
|
|
|
var enumerator = EntityQueryEnumerator<BarotraumaComponent, DamageableComponent>();
|
|
while (enumerator.MoveNext(out var uid, out var barotrauma, out var damageable))
|
|
{
|
|
var totalDamage = FixedPoint2.Zero;
|
|
foreach (var (barotraumaDamageType, _) in barotrauma.Damage.DamageDict)
|
|
{
|
|
if (!damageable.Damage.DamageDict.TryGetValue(barotraumaDamageType, out var damage))
|
|
continue;
|
|
|
|
totalDamage += damage;
|
|
}
|
|
|
|
if (totalDamage >= barotrauma.MaxDamage)
|
|
continue;
|
|
|
|
var pressure = 1f;
|
|
|
|
if (_atmosphereSystem.GetContainingMixture(uid) is { } mixture)
|
|
{
|
|
pressure = MathF.Max(mixture.Pressure, 1f);
|
|
}
|
|
|
|
pressure = pressure switch
|
|
{
|
|
// Adjust pressure based on equipment. Works differently depending on if it's "high" or "low".
|
|
<= Atmospherics.WarningLowPressure => GetFeltLowPressure(uid, barotrauma, pressure),
|
|
>= Atmospherics.WarningHighPressure => GetFeltHighPressure(uid, barotrauma, pressure),
|
|
_ => pressure
|
|
};
|
|
|
|
switch (pressure)
|
|
{
|
|
// WD
|
|
case <= Atmospherics.HazardLowPressure when TryComp(uid, out VoidAdaptationComponent? voidAdaptation):
|
|
voidAdaptation.ChemMultiplier = 0.75f;
|
|
ActNormalPressure(uid, barotrauma, pressure);
|
|
break;
|
|
case <= Atmospherics.HazardLowPressure:
|
|
ActLowPressure(uid, barotrauma);
|
|
break;
|
|
case >= Atmospherics.HazardHighPressure:
|
|
ActHighPressure(uid, barotrauma, pressure);
|
|
break;
|
|
default:
|
|
ActNormalPressure(uid, barotrauma, pressure);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
private void ActLowPressure(EntityUid uid, BarotraumaComponent barotrauma)
|
|
{
|
|
// Deal damage and ignore resistances. Resistance to pressure damage should be done via pressure protection gear.
|
|
_damageableSystem.TryChangeDamage(uid, barotrauma.Damage * Atmospherics.LowPressureDamage, true, false);
|
|
|
|
if (!barotrauma.TakingDamage)
|
|
{
|
|
barotrauma.TakingDamage = true;
|
|
_adminLogger.Add(LogType.Barotrauma, $"{ToPrettyString(uid):entity} started taking low pressure damage");
|
|
}
|
|
|
|
RaiseLocalEvent(uid, new MoodRemoveEffectEvent("MobLowPressure")); // WD edit
|
|
_alertsSystem.ShowAlert(uid, AlertType.LowPressure, 2);
|
|
}
|
|
|
|
private void ActHighPressure(EntityUid uid, BarotraumaComponent barotrauma, float pressure)
|
|
{
|
|
var damageScale = MathF.Min(
|
|
(pressure / Atmospherics.HazardHighPressure - 1) * Atmospherics.PressureDamageCoefficient,
|
|
Atmospherics.MaxHighPressureDamage
|
|
);
|
|
|
|
// Deal damage and ignore resistances. Resistance to pressure damage should be done via pressure protection gear.
|
|
_damageableSystem.TryChangeDamage(uid, barotrauma.Damage * damageScale, true, false);
|
|
|
|
if (!barotrauma.TakingDamage)
|
|
{
|
|
barotrauma.TakingDamage = true;
|
|
_adminLogger.Add(LogType.Barotrauma, $"{ToPrettyString(uid):entity} started taking high pressure damage");
|
|
}
|
|
|
|
RaiseLocalEvent(uid, new MoodEffectEvent("MobHighPressure")); // WD edit
|
|
_alertsSystem.ShowAlert(uid, AlertType.HighPressure, 2);
|
|
}
|
|
|
|
private void ActNormalPressure(EntityUid uid, BarotraumaComponent barotrauma, float pressure)
|
|
{
|
|
// Within safe pressure limits
|
|
if (barotrauma.TakingDamage)
|
|
{
|
|
barotrauma.TakingDamage = false;
|
|
_adminLogger.Add(LogType.Barotrauma, $"{ToPrettyString(uid):entity} stopped taking pressure damage");
|
|
}
|
|
|
|
// Set correct alert.
|
|
switch (pressure)
|
|
{
|
|
case <= Atmospherics.WarningLowPressure:
|
|
_alertsSystem.ShowAlert(uid, AlertType.LowPressure, 1);
|
|
break;
|
|
case >= Atmospherics.WarningHighPressure:
|
|
_alertsSystem.ShowAlert(uid, AlertType.HighPressure, 1);
|
|
break;
|
|
default:
|
|
_alertsSystem.ClearAlertCategory(uid, AlertCategory.Pressure);
|
|
break;
|
|
}
|
|
}
|
|
} |