# Conflicts: # .github/CODEOWNERS # .github/PULL_REQUEST_TEMPLATE.md # Content.Client/Changelog/ChangelogTab.xaml.cs # Content.Client/Chemistry/UI/ChemMasterWindow.xaml # Content.Client/Entry/EntryPoint.cs # Content.Client/GameTicking/Managers/ClientGameTicker.cs # Content.Client/Launcher/LauncherConnectingGui.xaml # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Paper/UI/PaperWindow.xaml.cs # Content.Client/StationRecords/GeneralStationRecordConsoleWindow.xaml.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Screens/SeparatedChatGameScreen.xaml # Content.Client/UserInterface/Systems/Ghost/Widgets/GhostGui.xaml.cs # Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.IntegrationTests/Tests/Power/StationPowerTests.cs # Content.Packaging/ServerPackaging.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Administration/Systems/AdminVerbSystem.Tools.cs # Content.Server/Atmos/TileAtmosphere.cs # Content.Server/Bible/BibleSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Content.Server.csproj # Content.Server/Discord/DiscordLink/DiscordLink.cs # Content.Server/GameTicking/GameTicker.LobbyBackground.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Ghost/GhostSystem.cs # Content.Server/Kitchen/Components/MicrowaveComponent.cs # Content.Server/Kitchen/EntitySystems/MicrowaveSystem.cs # Content.Server/Mech/Systems/MechSystem.cs # Content.Server/Medical/CrewMonitoring/CrewMonitoringConsoleSystem.cs # Content.Server/Medical/DefibrillatorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/DockingSystem.Shuttle.cs # Content.Server/Silicons/Borgs/BorgSystem.Transponder.cs # Content.Server/Tips/TipsSystem.cs # Content.Server/Traitor/Uplink/UplinkSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Bed/BedSystem.cs # Content.Shared/Blocking/BlockingSystem.User.cs # Content.Shared/Buckle/SharedBuckleSystem.Buckle.cs # Content.Shared/Chat/SharedSuicideSystem.cs # Content.Shared/Chemistry/Components/HyposprayComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Chemistry/EntitySystems/ScoopableSolutionSystem.cs # Content.Shared/Chemistry/EntitySystems/SolutionTransferSystem.cs # Content.Shared/Chemistry/Events/HyposprayEvents.cs # Content.Shared/Content.Shared.csproj # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/Friction/TileFrictionController.cs # Content.Shared/GameTicking/SharedGameTicker.cs # Content.Shared/Interaction/InteractHand.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs # Content.Shared/Nutrition/EntitySystems/HungerSystem.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Throwing/ThrowingSystem.cs # Content.Shared/Trigger/Systems/TriggerOnHitscanSystem.cs # Content.Shared/Weapons/Hitscan/Systems/HitscanBasicDamageSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Components/BatteryWeaponFireModesComponent.cs # Content.Shared/Weapons/Ranged/Components/HitscanBatteryAmmoProviderComponent.cs # Content.Shared/Weapons/Ranged/Systems/BatteryWeaponFireModesSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Ballistic.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Battery.cs # Content.Shared/Zombies/ZombieComponent.cs # Content.Shared/_Sunrise/Lobby/LobbyBackgroundPrototype.cs # README.md # Resources/Locale/en-US/_strings/borg/borg.ftl # Resources/Locale/en-US/_strings/chemistry/components/hypospray-component.ftl # Resources/Locale/en-US/_strings/chemistry/components/injector-component.ftl # Resources/Locale/en-US/_strings/commands/pauseatmos-command.ftl # Resources/Locale/en-US/_strings/commands/quick-inspect-command.ftl # Resources/Locale/en-US/_strings/commands/show-wallmounts-command.ftl # Resources/Locale/en-US/_strings/commands/substepatmos-command.ftl # Resources/Locale/en-US/_strings/fluids/components/equip-spray-component.ftl # Resources/Locale/en-US/_strings/game-ticking/game-presets/preset-revolutionary.ftl # Resources/Locale/en-US/_strings/job/job-names.ftl # Resources/Locale/en-US/_strings/lobby/lobby-state-background.ftl # Resources/Locale/en-US/_strings/reagents/meta/medicine.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/silicons/borg-module.ftl # Resources/Locale/en-US/_strings/store/changeling-catalog.ftl # Resources/Locale/en-US/_strings/store/currency.ftl # Resources/Locale/en-US/_strings/store/store.ftl # Resources/Locale/en-US/_strings/store/uplink-catalog.ftl # Resources/Prototypes/Body/Organs/slime.yml # Resources/Prototypes/Catalog/Fills/Backpacks/backpack.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Boxes/ammunition.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/antag.yml # Resources/Prototypes/Catalog/Fills/Crates/armory.yml # Resources/Prototypes/Catalog/Fills/Crates/botany.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Crates/medical.yml # Resources/Prototypes/Catalog/Fills/Crates/salvage.yml # Resources/Prototypes/Catalog/Fills/Crates/security.yml # Resources/Prototypes/Catalog/Fills/Crates/service.yml # Resources/Prototypes/Catalog/Fills/Crates/syndicate.yml # Resources/Prototypes/Catalog/Fills/Items/belt.yml # Resources/Prototypes/Catalog/Fills/Items/briefcases.yml # Resources/Prototypes/Catalog/Fills/Items/firstaidkits.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/theater.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Entities/Clothing/Back/backpacks.yml # Resources/Prototypes/Entities/Clothing/Shoes/magboots.yml # Resources/Prototypes/Entities/Debugging/debug_sweps.yml # Resources/Prototypes/Entities/Debugging/stress_test.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/anomaly.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/toy.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/xenoborgs.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Objects/Devices/base_handheld.yml # Resources/Prototypes/Entities/Objects/Fun/Instruments/instruments_misc.yml # Resources/Prototypes/Entities/Objects/Fun/dice_bag.yml # Resources/Prototypes/Entities/Objects/Fun/snap_pops.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Chapel/bibles.yml # Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/surgery.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/mmi.yml # Resources/Prototypes/Entities/Objects/Specific/Service/barber.yml # Resources/Prototypes/Entities/Objects/Tools/glowstick.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/antimateriel.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/heavy_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/rifle_light.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/explosives.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/LMGs/lmgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Pistols/pistols.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Rifles/rifles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/SMGs/smgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/knife.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Furniture/dresser.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Shuttles/cannons.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/GameRules/roundstart.yml # Resources/Prototypes/GameRules/unknown_shuttles.yml # Resources/Prototypes/InventoryTemplates/aghost_inventory_template.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/loadout_groups.yml # Resources/Prototypes/Loadouts/role_loadouts.yml # Resources/Prototypes/Maps/Pools/default.yml # Resources/Prototypes/Maps/amber.yml # Resources/Prototypes/Maps/oasis.yml # Resources/Prototypes/Maps/reach.yml # Resources/Prototypes/Objectives/objectiveGroups.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Reagents/narcotics.yml # Resources/Prototypes/Reagents/toxins.yml # Resources/Prototypes/Recipes/Reactions/medicine.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/Roles/Jobs/Wildcards/zookeeper.yml # Resources/Prototypes/Roles/play_time_trackers.yml # Resources/Prototypes/Shuttles/shuttle_incoming_event.yml # Resources/Prototypes/Species/species_weights.yml # Resources/Prototypes/Store/presets.yml # Resources/Prototypes/ai_factions.yml # Resources/Prototypes/borg_types.yml # Resources/Prototypes/explosion.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Prototypes/silicon-laws.yml # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/icon-med.png # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-broken.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-empty.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-open.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_chassis.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness+o.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness.png # Resources/Textures/Objects/Specific/Medical/hypospray.rsi/meta.json # Resources/Textures/Objects/Specific/Medical/medical.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles2.rsi/meta.json # Resources/Textures/Structures/Storage/canister.rsi/meta.json # Resources/Textures/Structures/Storage/tanks.rsi/meta.json # Resources/migration.yml # RobustToolbox # SECURITY.md # SpaceStation14.sln
295 lines
13 KiB
C#
295 lines
13 KiB
C#
using System.Diagnostics.CodeAnalysis;
|
|
using Content.Server.Administration.Logs;
|
|
using Content.Server.Atmos.Components;
|
|
using Content.Shared._Sunrise.Mood;
|
|
using Content.Shared.Alert;
|
|
using Content.Shared.Atmos;
|
|
using Content.Shared.Damage.Components;
|
|
using Content.Shared.Damage.Systems;
|
|
using Content.Shared.Database;
|
|
using Content.Shared.FixedPoint;
|
|
using Content.Shared.Inventory;
|
|
using Content.Shared.Inventory.Events;
|
|
using Robust.Shared.Containers;
|
|
|
|
namespace Content.Server.Atmos.EntitySystems
|
|
{
|
|
public sealed class BarotraumaSystem : EntitySystem
|
|
{
|
|
[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
|
|
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
|
|
[Dependency] private readonly AlertsSystem _alertsSystem = default!;
|
|
[Dependency] private readonly IAdminLogManager _adminLogger= default!;
|
|
[Dependency] private readonly InventorySystem _inventorySystem = default!;
|
|
|
|
private const float UpdateTimer = 1f;
|
|
private float _timer;
|
|
|
|
public override void Initialize()
|
|
{
|
|
SubscribeLocalEvent<PressureProtectionComponent, GotEquippedEvent>(OnPressureProtectionEquipped);
|
|
SubscribeLocalEvent<PressureProtectionComponent, GotUnequippedEvent>(OnPressureProtectionUnequipped);
|
|
SubscribeLocalEvent<PressureProtectionComponent, ComponentInit>(OnUpdateResistance);
|
|
SubscribeLocalEvent<PressureProtectionComponent, ComponentRemove>(OnUpdateResistance);
|
|
|
|
SubscribeLocalEvent<PressureImmunityComponent, ComponentInit>(OnPressureImmuneInit);
|
|
SubscribeLocalEvent<PressureImmunityComponent, ComponentRemove>(OnPressureImmuneRemove);
|
|
}
|
|
|
|
private void OnPressureImmuneInit(EntityUid uid, PressureImmunityComponent pressureImmunity, ComponentInit args)
|
|
{
|
|
if (TryComp<BarotraumaComponent>(uid, out var barotrauma))
|
|
{
|
|
barotrauma.HasImmunity = true;
|
|
}
|
|
}
|
|
|
|
private void OnPressureImmuneRemove(EntityUid uid, PressureImmunityComponent pressureImmunity, ComponentRemove args)
|
|
{
|
|
if (TryComp<BarotraumaComponent>(uid, out var barotrauma))
|
|
{
|
|
barotrauma.HasImmunity = false;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Generic method for updating resistance on component Lifestage events
|
|
/// </summary>
|
|
private void OnUpdateResistance(EntityUid uid, PressureProtectionComponent pressureProtection, EntityEventArgs args)
|
|
{
|
|
if (TryComp<BarotraumaComponent>(uid, out var barotrauma))
|
|
{
|
|
UpdateCachedResistances(uid, barotrauma);
|
|
}
|
|
}
|
|
|
|
private void OnPressureProtectionEquipped(EntityUid uid, PressureProtectionComponent pressureProtection, GotEquippedEvent args)
|
|
{
|
|
if (TryComp<BarotraumaComponent>(args.Equipee, out var barotrauma) && barotrauma.ProtectionSlots.Contains(args.Slot))
|
|
{
|
|
UpdateCachedResistances(args.Equipee, barotrauma);
|
|
}
|
|
}
|
|
|
|
private void OnPressureProtectionUnequipped(EntityUid uid, PressureProtectionComponent pressureProtection, GotUnequippedEvent args)
|
|
{
|
|
if (TryComp<BarotraumaComponent>(args.Equipee, out var barotrauma) && barotrauma.ProtectionSlots.Contains(args.Slot))
|
|
{
|
|
UpdateCachedResistances(args.Equipee, barotrauma);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Computes the pressure resistance for the entity coming from the equipment and any innate resistance.
|
|
/// The ProtectionSlots field of the Barotrauma component specifies which parts must be protected for the protection to have any effet.
|
|
/// </summary>
|
|
private void UpdateCachedResistances(EntityUid uid, BarotraumaComponent barotrauma)
|
|
{
|
|
|
|
if (barotrauma.ProtectionSlots.Count != 0)
|
|
{
|
|
if (!TryComp(uid, out InventoryComponent? inv) || !TryComp(uid, out ContainerManagerComponent? contMan))
|
|
{
|
|
return;
|
|
}
|
|
var hPModifier = float.MinValue;
|
|
var hPMultiplier = float.MinValue;
|
|
var lPModifier = float.MaxValue;
|
|
var lPMultiplier = float.MaxValue;
|
|
|
|
foreach (var slot in barotrauma.ProtectionSlots)
|
|
{
|
|
if (!_inventorySystem.TryGetSlotEntity(uid, slot, out var equipment, inv, contMan)
|
|
|| !TryGetPressureProtectionValues(equipment.Value,
|
|
out var itemHighMultiplier,
|
|
out var itemHighModifier,
|
|
out var itemLowMultiplier,
|
|
out var itemLowModifier))
|
|
{
|
|
// Missing protection, skin is exposed.
|
|
hPModifier = 0f;
|
|
hPMultiplier = 1f;
|
|
lPModifier = 0f;
|
|
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
|
|
};
|
|
|
|
if (pressure <= Atmospherics.HazardLowPressure)
|
|
{
|
|
// 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 MoodEffectEvent("MobLowPressure")); // Sunrise Edit
|
|
_alertsSystem.ShowAlert(uid, barotrauma.LowPressureAlert, 2);
|
|
}
|
|
else if (pressure >= Atmospherics.HazardHighPressure)
|
|
{
|
|
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")); // Sunrise Edit
|
|
_alertsSystem.ShowAlert(uid, barotrauma.HighPressureAlert, 2);
|
|
}
|
|
else
|
|
{
|
|
// 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, barotrauma.LowPressureAlert, 1);
|
|
break;
|
|
case >= Atmospherics.WarningHighPressure:
|
|
_alertsSystem.ShowAlert(uid, barotrauma.HighPressureAlert, 1);
|
|
break;
|
|
default:
|
|
_alertsSystem.ClearAlertCategory(uid, barotrauma.PressureAlertCategory);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|