fish-station/Content.Server/Atmos/EntitySystems/BarotraumaSystem.cs
Vigers Ray 2da8b9f545 Merge remote-tracking branch 'space-wizards/master'
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#	RobustToolbox
#	SECURITY.md
#	SpaceStation14.sln
2025-12-26 04:19:27 +01:00

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;
}
}
}
}
}
}