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# Description Adds the Plasmamen as a playable species. Plasmamen are a skeletal species who depend on Plasma to live, and oxygen is highly fatal to them. Being exposed to oxygen will set them on fire, unless they wear their envirosuits. ## Species Guidebook <img width=500px src="https://github.com/user-attachments/assets/a1ef91ef-87b2-4ae0-8b5c-922a0c34777f"> <img width=500px src="https://github.com/user-attachments/assets/110f0fa0-7dc4-410b-a2c0-a517f0311484"> **SPECIAL:** - Plasmamen speak the language Calcic, a language they share with Skeletons. ## Shitmed Integration Plasmamen are the first ever species designed with Shitmed in mind, with one of their core mechanics (self-ignition) powered entirely by Shitmed. Whether or not a Plasmaman ignites from oxygen exposure depends only on their body parts. A Plasmaman with only their head exposed will not burn as much as an entirely naked Plasmaman. You can **transfer** Plasmaman body parts to non-Plasmamen through **surgery** so that they also ignite from oxygen exposure. Meanwhile, a Plasmaman with a non-Plasmaman head can expose their head without self-igniting. https://github.com/user-attachments/assets/0aa33070-04be-4ded-b668-3afb9f4ddd7c ## Technical Details This also cherry-picks https://github.com/space-wizards/space-station-14/pull/28595 as a quality-of-life feature to ensure Plasmamen keep their internals on upon toggling their helmet with a breath mask on. ## TODO ### RELEASE-NECESSARY <details> - [x] Port more envirosuits / enviro helms (job-specific) and their sprites - [x] Remove breath masks from default plasmaman loadouts because the envirohelms already allow them to breathe internals - [x] Change default plasma tank to higher-capacity version - [x] Prevent plasmamen from buying jumpsuits and helmets other than envirosuits - ~~[ ] **Client UI update for loadout groups min/max items and default items**~~ - [x] Plasmaman-specific mask sprites from TG - [x] Disable too cold alert for plasmamen - [x] Create/port sprites for these jobs - [x] Courier - [x] Forensic Mantis - [x] Corpsman (Resprite security envirosuit) - [x] Prison Guard (Resprite security envirosuit) - [x] Magistrate (No Paradise envirosuit so use new colorable envirosuit) - [x] Blueshield (Port from Paradise and tg-ify?) - [x] NanoTrasen Representative (No Paradise envirosuit so use new colorable envirosuit) - [x] Martial Artist (use new colorable envirosuit and make pure white) - [x] Musician (use new colorable envirosuit) - [x] Reporter (use new colorable envirosuit) - [x] Zookeeper (use new colorable envirosuit) - [x] Service Worker (use new colorable envirosuit) - [x] Gladiator - [x] Technical Assistant - [x] Medical Intern - [x] Acolyte / Research Assistant - [x] Security Cadet - [x] Assistant - You know what. These intern jobs are fine. They can use their normal equivalent's envirosuits. - [x] Logistics Officer (use new colorable envirosuit) - [x] Adjust sprites to be closer to actual job - [x] Captain (Shift color to be closer to ss14 captain) - [x] ~~CMO (Remove yellow accents)~~ - [x] Port HoP envirogloves sprite - [x] unique sprite for self-extinguish verb - [x] Refactor conditional gear stuff to live only in StartingGearPrototype with `SubGear` `List<ProtoId<StartingGearPrototype>>` field and `List<Requirement>` field for sub-gear requirements - [x] Add starting gear for paradox anomaly, and antags and ghost roles - [x] Paradox - [x] Nukies - [x] Disaster victims - [x] Listening post operative - [x] Make all envirosuit helmets have a glowing (unshaded) visor - [x] Envirosuit extinguish visuals - [x] JobPrototype: AfterLoadoutSpecial - [x] Set prisoner envirohelm battery to potato, command/sec/dignitary to high-powered - [x] Set base envirosuit extinguishes to 4, sec 6 and command 8 - [x] Improve plasmaman organ extraction experience - [x] Body parts now give 1 plasma sheet each, while Torso gives 3 - [x] Organs can be juiced to get plasma - [x] Make envirohelm flashlights battery-powered - [x] Plasmamen visuals - [x] Grayscale sprites for color customization, and set default skintone color to Plasmaman classic skintone - [x] Plasmaman eye organ sprite - [x] Add basic loadouts - [x] Add way to refill envirosuit charges (refill at medical protolathe after some research) </details> ### Low Importance <details> - [x] Envirogloves - [ ] (SCOPE CREEP) Plasma tanks sprite (only normal emergency/extended, rather low priority) - [ ] (SCOPE CREEP) Modify envirosuit helmet sprites to have a transparent visor - [ ] Glowing eyes/mouth marking - [x] More cargo content with plasma tanks / envirosuits - [x] Plasmaman survival kit like slime - [x] Additional plasma tanks - [ ] (SCOPE CREEP) Plasmaman EVA suits - [x] ~~Add envirosuits to clothesmate~~ - [x] Add more plasma tanks to random lockers and job lockers - [x] Turn envirosuit auto-extinguish into extinguish action - [x] move self-extinguish verb stuff to shared for prediction of the verb - [x] move self-extinguisher stuff away from extinguisher namespace - [x] unique sprite for self-extinguish icon - [x] ~~IDEA: purple glowy fire extinguisher ~~ - [x] on self-extinguish, check for pressure immunity OR ignite from gas immunity properly - [x] See envirosuit extinguish charges in examine - [x] Milk heals on ingestion - [x] Plasma heals on ingestion - [x] Self-ignition doesn't occur on a stasis bed - [x] ~~Self-ignition doesn't occur when dead~~ - [x] Guidebook entry - [x] Make self-ignition ignore damage resistances from fire suits - [x] ~~Make self-ignition ignore damage resistances from armor~~ - [x] ~~Unable to rot?~~ - [x] Make the envirosuit helmet toggle on for the character dummy in lobby - [ ] (SCOPE CREEP) One additional Plasmaman trait - [x] ~~Showers extinguish water as well as water tiles~~ - Unnecessary as stasis beds now prevent ignition, allowing surgery on a plasmaman on stasis beds. - [x] Unique punch animations for Plasmafire Punch/Toxoplasmic Punch traits - [x] Actually remove toxoplasmic it's just slop filler tbh - [ ] Talk sounds - [ ] Normal - [ ] Question - [ ] Yell - [x] Positive moodlet for drinking milk / more positive moodlet for drinking plasma - [x] Increase moodlet bonus and also minimum reagent required for the plasma/milk moodlets - [x] Increase fire rate base stacks on ignite cause putting out your helmet for a few secs isn't that dangerous due to the fire stacks immediately decaying - [x] I think halving firestack fade from -0.1 to -0.05 might work to do the same thing too - [ ] (SCOPE CREEP) Get bone laugh sounds from monke 'monkestation/sound/voice/laugh/skeleton/skeleton_laugh.ogg' - [ ] (SCOPE CREEP) When EVA plasmaman suit is added, 25% caustic resist - [x] Envirosuit helmet - [x] Equivalent of 100% bio / 100% fire / 75% acid resist - [x] Envirosuit - [x] Equivalent of 100% bio / 100% fire / 75% acid resist - [x] Envirogloves - [x] Equivalent of 100% bio / 95% fire / 95% acid resist - [x] Put breath mask back on - [x] Refactor: put body parts covered data into component instead of being hardcoded </details> ## Media **Custom Plasmaman Outfits** All of these use the same **absolutely massive** [envirosuit RSI](0c3af432df/Resources/Textures/Clothing/Uniforms/Envirosuits/color.rsi) and [envirohelm RSI](0c3af432df/Resources/Textures/Clothing/Head/Envirohelms/color.rsi) to quickly create the envirosuits that didn't exist in SS13 where the envirosuit sprites were ported. From Left to Right: Magistrate, Prison Guard, Boxer, Reporter, Logistics Officer <img width=200px src="https://github.com/user-attachments/assets/bf990841-7d9e-4f4e-abae-8f29a3980ca1"> <img width=200px src="https://github.com/user-attachments/assets/07ca7af7-4f43-4504-9eac-4ca9188ae98e"> <img width=200px src="https://github.com/user-attachments/assets/0d20332c-826f-4fec-8396-74e84c23b074"> <img width=200px src="https://github.com/user-attachments/assets/1634364e-7cb3-457b-b638-e1b562b7c0c5"> <img width=200px src="https://github.com/user-attachments/assets/c2881764-f2fa-4e40-9fbf-35d1b717c432"> **Plasmaman Melee Attack** https://github.com/user-attachments/assets/6e694f2c-3e03-40bf-ae27-fc58a3e4cb6c **Chat bubble** <img width=240px src="https://github.com/user-attachments/assets/e3c17e6d-5050-410f-a42c-339f0bfa30a1"> **Plasmaman Body** <img width=140px src="https://github.com/user-attachments/assets/7ed90a47-9c33-487d-bd44-c50cec9f16dd"> With different colors: <img width=140px src="https://github.com/user-attachments/assets/0a28068e-7392-4062-950b-f60d2602da84"> <img width=140px src="https://github.com/user-attachments/assets/9b652311-0305-4ec0-be60-e404697617a2"> **Skeleton Language**  **(Bonus) Skeleton chat bubble** <img width=240px src="https://github.com/user-attachments/assets/a2e2be5c-f3ae-49d9-b655-8688de45b512"> **Self-Extinguish** https://github.com/user-attachments/assets/6c68e2ef-8010-4f00-8c24-dce8a8065be8 The self-extinguish is also accessible as a verb, which also means that others can activate your self-extinguish if they open the strip menu. <img width=200px src="https://github.com/user-attachments/assets/291ab86d-2250-46ec-ae0c-80084ab04407"> The self-extinguish action has different icons depending on the status of the self extinguish. Left to right: Ready, On Cooldown, Out Of Charges <img src="https://github.com/user-attachments/assets/0340de8a-9440-43b1-8bff-1c8f962faa0c"> <img src="https://github.com/user-attachments/assets/11f73558-6dc1-444d-b2ef-2f15f55174ca"> <img src="https://github.com/user-attachments/assets/030ed737-f178-4c60-ba0c-109659e7d9cb"> **Envirosuit Extinguisher Refill** <img width=300px src="https://github.com/user-attachments/assets/9379294b-e3f3-436d-81bc-2584631869ef"> <img width=300px src="https://github.com/user-attachments/assets/807b9e9e-7b4b-4593-aa1f-d9d24ac6985c"> **Loadouts** <img width=400px src="https://github.com/user-attachments/assets/55713b87-29bb-41b3-b7a3-88fbc6e5e797"> <img width=400px src="https://github.com/user-attachments/assets/ab1757fa-9b70-4a66-b5ae-20fd9cabe935"> <img width=400px src="https://github.com/user-attachments/assets/aacc4cf7-9ce1-4099-b8c7-108bef1f3bde"> <img width=400px src="https://github.com/user-attachments/assets/58604dc2-82ef-4d42-b9e2-639548c93f40"> **Plasma Envirosuit Crate** <img width=400px src="https://github.com/user-attachments/assets/fa362387-9c10-47c3-b1af-2c11e6b00163"> <img width=400px src="https://github.com/user-attachments/assets/bf773722-9034-4469-967d-e00dbf8c77a7"> **Internals Crate (Plasma)** <img width=400px src="https://github.com/user-attachments/assets/fcd4ff2e-09e9-423a-9b21-96817f6042a4"> <img width=400px src="https://github.com/user-attachments/assets/bf773722-9034-4469-967d-e00dbf8c77a7"> **Glow In The Dark**  ## Changelog 🆑 Skubman - add: The Plasmaman species has arrived! They need to breathe plasma to live, and a special jumpsuit to prevent oxygen from igniting them. In exchange, they deal formidable unarmed Heat damage, are never hungry nor thirsty, and are immune to cold and radiation damage. Read more about Plasmamen in their Guidebook entry. - tweak: Internals are no longer toggled off if you take your helmet off but still have a gas mask on and vice versa. - tweak: Paradox Anomalies will now spawn with the original person's Loadout items. - fix: Fixed prisoners not being able to have custom Loadout names and descriptions, and heirlooms if they didn't have a backpack when joining. --------- Signed-off-by: Skubman <ba.fallaria@gmail.com> Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit e68e0c3f4b9cf263e07efc888b32a091df62fb51)
424 lines
17 KiB
C#
424 lines
17 KiB
C#
using System.Linq;
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using Content.Server.Administration.Logs;
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using Content.Server.Atmos.Components;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Body.Components;
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using Content.Server.Temperature.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.Inventory;
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using Content.Shared.Rejuvenate;
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using Content.Shared.Temperature;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Temperature.Systems;
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public sealed class TemperatureSystem : EntitySystem
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{
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[Dependency] private readonly AlertsSystem _alerts = default!;
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[Dependency] private readonly AtmosphereSystem _atmosphere = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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/// <summary>
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/// All the components that will have their damage updated at the end of the tick.
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/// This is done because both AtmosExposed and Flammable call ChangeHeat in the same tick, meaning
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/// that we need some mechanism to ensure it doesn't double dip on damage for both calls.
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/// </summary>
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public HashSet<Entity<TemperatureComponent>> ShouldUpdateDamage = new();
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public float UpdateInterval = 1.0f;
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private float _accumulatedFrametime;
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[ValidatePrototypeId<AlertCategoryPrototype>]
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public const string TemperatureAlertCategory = "Temperature";
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public override void Initialize()
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{
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SubscribeLocalEvent<TemperatureComponent, OnTemperatureChangeEvent>(EnqueueDamage);
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SubscribeLocalEvent<TemperatureComponent, AtmosExposedUpdateEvent>(OnAtmosExposedUpdate);
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SubscribeLocalEvent<TemperatureComponent, RejuvenateEvent>(OnRejuvenate);
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SubscribeLocalEvent<AlertsComponent, OnTemperatureChangeEvent>(ServerAlert);
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SubscribeLocalEvent<TemperatureProtectionComponent, InventoryRelayedEvent<ModifyChangedTemperatureEvent>>(
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OnTemperatureChangeAttempt);
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SubscribeLocalEvent<InternalTemperatureComponent, MapInitEvent>(OnInit);
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// Allows overriding thresholds based on the parent's thresholds.
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SubscribeLocalEvent<TemperatureComponent, EntParentChangedMessage>(OnParentChange);
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SubscribeLocalEvent<ContainerTemperatureDamageThresholdsComponent, ComponentStartup>(
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OnParentThresholdStartup);
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SubscribeLocalEvent<ContainerTemperatureDamageThresholdsComponent, ComponentShutdown>(
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OnParentThresholdShutdown);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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// conduct heat from the surface to the inside of entities with internal temperatures
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var query = EntityQueryEnumerator<InternalTemperatureComponent, TemperatureComponent>();
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while (query.MoveNext(out var uid, out var comp, out var temp))
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{
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// don't do anything if they equalised
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var diff = Math.Abs(temp.CurrentTemperature - comp.Temperature);
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if (diff < 0.1f)
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continue;
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// heat flow in W/m^2 as per fourier's law in 1D.
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var q = comp.Conductivity * diff / comp.Thickness;
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// convert to J then K
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var joules = q * comp.Area * frameTime;
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var degrees = joules / GetHeatCapacity(uid, temp);
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if (temp.CurrentTemperature < comp.Temperature)
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degrees *= -1;
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// exchange heat between inside and surface
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comp.Temperature += degrees;
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ForceChangeTemperature(uid, temp.CurrentTemperature - degrees, temp);
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}
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UpdateDamage(frameTime);
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}
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private void UpdateDamage(float frameTime)
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{
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_accumulatedFrametime += frameTime;
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if (_accumulatedFrametime < UpdateInterval)
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return;
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_accumulatedFrametime -= UpdateInterval;
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if (!ShouldUpdateDamage.Any())
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return;
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foreach (var comp in ShouldUpdateDamage)
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{
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MetaDataComponent? metaData = null;
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var uid = comp.Owner;
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if (Deleted(uid, metaData) || Paused(uid, metaData))
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continue;
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ChangeDamage(uid, comp);
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}
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ShouldUpdateDamage.Clear();
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}
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public void ForceChangeTemperature(EntityUid uid, float temp, TemperatureComponent? temperature = null)
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{
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if (!Resolve(uid, ref temperature))
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return;
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float lastTemp = temperature.CurrentTemperature;
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float delta = temperature.CurrentTemperature - temp;
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temperature.CurrentTemperature = temp;
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RaiseLocalEvent(uid, new OnTemperatureChangeEvent(temperature.CurrentTemperature, lastTemp, delta),
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true);
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}
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public void ChangeHeat(EntityUid uid, float heatAmount, bool ignoreHeatResistance = false,
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TemperatureComponent? temperature = null)
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{
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if (!Resolve(uid, ref temperature, false))
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return;
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if (!ignoreHeatResistance)
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{
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var ev = new ModifyChangedTemperatureEvent(heatAmount);
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RaiseLocalEvent(uid, ev);
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heatAmount = ev.TemperatureDelta;
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}
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float lastTemp = temperature.CurrentTemperature;
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temperature.CurrentTemperature += heatAmount / GetHeatCapacity(uid, temperature);
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float delta = temperature.CurrentTemperature - lastTemp;
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RaiseLocalEvent(uid, new OnTemperatureChangeEvent(temperature.CurrentTemperature, lastTemp, delta), true);
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}
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private void OnAtmosExposedUpdate(EntityUid uid, TemperatureComponent temperature,
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ref AtmosExposedUpdateEvent args)
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{
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var transform = args.Transform;
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if (transform.MapUid == null)
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return;
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var temperatureDelta = args.GasMixture.Temperature - temperature.CurrentTemperature;
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var airHeatCapacity = _atmosphere.GetHeatCapacity(args.GasMixture, false);
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var heatCapacity = GetHeatCapacity(uid, temperature);
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var heat = temperatureDelta * (airHeatCapacity * heatCapacity /
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(airHeatCapacity + heatCapacity));
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ChangeHeat(uid, heat * temperature.AtmosTemperatureTransferEfficiency, temperature: temperature);
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}
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public float GetHeatCapacity(EntityUid uid, TemperatureComponent? comp = null, PhysicsComponent? physics = null)
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{
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if (!Resolve(uid, ref comp) || !Resolve(uid, ref physics, false) || physics.FixturesMass <= 0)
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{
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return Atmospherics.MinimumHeatCapacity;
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}
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if (physics.Mass < 1)
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return comp.SpecificHeat;
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else return comp.SpecificHeat * physics.FixturesMass;
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}
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private void OnInit(EntityUid uid, InternalTemperatureComponent comp, MapInitEvent args)
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{
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if (!TryComp<TemperatureComponent>(uid, out var temp))
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return;
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comp.Temperature = temp.CurrentTemperature;
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}
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private void OnRejuvenate(EntityUid uid, TemperatureComponent comp, RejuvenateEvent args)
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{
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ForceChangeTemperature(uid, Atmospherics.T20C, comp);
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}
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private void ServerAlert(EntityUid uid, AlertsComponent status, OnTemperatureChangeEvent args)
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{
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ProtoId<AlertPrototype> type;
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float threshold;
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float idealTemp;
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if (!TryComp<TemperatureComponent>(uid, out var temperature))
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{
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_alerts.ClearAlertCategory(uid, TemperatureAlertCategory);
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return;
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}
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if (TryComp<ThermalRegulatorComponent>(uid, out var regulator) &&
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regulator.NormalBodyTemperature > temperature.ColdDamageThreshold &&
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regulator.NormalBodyTemperature < temperature.HeatDamageThreshold)
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{
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idealTemp = regulator.NormalBodyTemperature;
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}
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else
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{
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idealTemp = (temperature.ColdDamageThreshold + temperature.HeatDamageThreshold) / 2;
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}
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if (args.CurrentTemperature <= idealTemp)
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{
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// If there's no risk to being cold there's no reason to show a Cold alert
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if (!temperature.ColdDamage.AnyPositive())
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return;
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type = temperature.ColdAlert;
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threshold = temperature.ColdDamageThreshold;
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}
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else
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{
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if (!temperature.HeatDamage.AnyPositive())
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return;
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type = temperature.HotAlert;
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threshold = temperature.HeatDamageThreshold;
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}
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// Calculates a scale where 1.0 is the ideal temperature and 0.0 is where temperature damage begins
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// The cold and hot scales will differ in their range if the ideal temperature is not exactly halfway between the thresholds
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var tempScale = (args.CurrentTemperature - threshold) / (idealTemp - threshold);
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switch (tempScale)
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{
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case <= 0f:
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_alerts.ShowAlert(uid, type, 3);
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break;
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case <= 0.4f:
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_alerts.ShowAlert(uid, type, 2);
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break;
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case <= 0.66f:
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_alerts.ShowAlert(uid, type, 1);
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break;
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case > 0.66f:
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_alerts.ClearAlertCategory(uid, TemperatureAlertCategory);
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break;
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}
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}
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private void EnqueueDamage(Entity<TemperatureComponent> temperature, ref OnTemperatureChangeEvent args)
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{
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ShouldUpdateDamage.Add(temperature);
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}
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private void ChangeDamage(EntityUid uid, TemperatureComponent temperature)
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{
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if (!HasComp<DamageableComponent>(uid))
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return;
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// See this link for where the scaling func comes from:
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// https://www.desmos.com/calculator/0vknqtdvq9
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// Based on a logistic curve, which caps out at MaxDamage
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var heatK = 0.005;
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var a = 1;
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var y = temperature.DamageCap;
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var c = y * 2;
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var heatDamageThreshold = temperature.ParentHeatDamageThreshold ?? temperature.HeatDamageThreshold;
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var coldDamageThreshold = temperature.ParentColdDamageThreshold ?? temperature.ColdDamageThreshold;
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if (temperature.CurrentTemperature >= heatDamageThreshold)
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{
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if (!temperature.TakingDamage)
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{
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_adminLogger.Add(LogType.Temperature, $"{ToPrettyString(uid):entity} started taking high temperature damage");
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temperature.TakingDamage = true;
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}
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var diff = Math.Abs(temperature.CurrentTemperature - heatDamageThreshold);
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var tempDamage = c / (1 + a * Math.Pow(Math.E, -heatK * diff)) - y;
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_damageable.TryChangeDamage(uid, temperature.HeatDamage * tempDamage, ignoreResistances: true, interruptsDoAfters: false);
|
|
}
|
|
else if (temperature.CurrentTemperature <= coldDamageThreshold)
|
|
{
|
|
if (!temperature.TakingDamage)
|
|
{
|
|
_adminLogger.Add(LogType.Temperature, $"{ToPrettyString(uid):entity} started taking low temperature damage");
|
|
temperature.TakingDamage = true;
|
|
}
|
|
|
|
var diff = Math.Abs(temperature.CurrentTemperature - coldDamageThreshold);
|
|
var tempDamage =
|
|
Math.Sqrt(diff * (Math.Pow(temperature.DamageCap.Double(), 2) / coldDamageThreshold));
|
|
_damageable.TryChangeDamage(uid, temperature.ColdDamage * tempDamage, ignoreResistances: true, interruptsDoAfters: false);
|
|
}
|
|
else if (temperature.TakingDamage)
|
|
{
|
|
_adminLogger.Add(LogType.Temperature, $"{ToPrettyString(uid):entity} stopped taking temperature damage");
|
|
temperature.TakingDamage = false;
|
|
}
|
|
}
|
|
|
|
private void OnTemperatureChangeAttempt(EntityUid uid, TemperatureProtectionComponent component,
|
|
InventoryRelayedEvent<ModifyChangedTemperatureEvent> args)
|
|
{
|
|
var ev = new GetTemperatureProtectionEvent(component.Coefficient);
|
|
RaiseLocalEvent(uid, ref ev);
|
|
|
|
args.Args.TemperatureDelta *= ev.Coefficient;
|
|
}
|
|
|
|
private void OnParentChange(EntityUid uid, TemperatureComponent component,
|
|
ref EntParentChangedMessage args)
|
|
{
|
|
var temperatureQuery = GetEntityQuery<TemperatureComponent>();
|
|
var transformQuery = GetEntityQuery<TransformComponent>();
|
|
var thresholdsQuery = GetEntityQuery<ContainerTemperatureDamageThresholdsComponent>();
|
|
// We only need to update thresholds if the thresholds changed for the entity's ancestors.
|
|
var oldThresholds = args.OldParent != null
|
|
? RecalculateParentThresholds(args.OldParent.Value, transformQuery, thresholdsQuery)
|
|
: (null, null);
|
|
var newThresholds = RecalculateParentThresholds(transformQuery.GetComponent(uid).ParentUid, transformQuery, thresholdsQuery);
|
|
|
|
if (oldThresholds != newThresholds)
|
|
{
|
|
RecursiveThresholdUpdate(uid, temperatureQuery, transformQuery, thresholdsQuery);
|
|
}
|
|
}
|
|
|
|
private void OnParentThresholdStartup(EntityUid uid, ContainerTemperatureDamageThresholdsComponent component,
|
|
ComponentStartup args)
|
|
{
|
|
RecursiveThresholdUpdate(uid, GetEntityQuery<TemperatureComponent>(), GetEntityQuery<TransformComponent>(),
|
|
GetEntityQuery<ContainerTemperatureDamageThresholdsComponent>());
|
|
}
|
|
|
|
private void OnParentThresholdShutdown(EntityUid uid, ContainerTemperatureDamageThresholdsComponent component,
|
|
ComponentShutdown args)
|
|
{
|
|
RecursiveThresholdUpdate(uid, GetEntityQuery<TemperatureComponent>(), GetEntityQuery<TransformComponent>(),
|
|
GetEntityQuery<ContainerTemperatureDamageThresholdsComponent>());
|
|
}
|
|
|
|
/// <summary>
|
|
/// Recalculate and apply parent thresholds for the root entity and all its descendant.
|
|
/// </summary>
|
|
/// <param name="root"></param>
|
|
/// <param name="temperatureQuery"></param>
|
|
/// <param name="transformQuery"></param>
|
|
/// <param name="tempThresholdsQuery"></param>
|
|
private void RecursiveThresholdUpdate(EntityUid root, EntityQuery<TemperatureComponent> temperatureQuery,
|
|
EntityQuery<TransformComponent> transformQuery,
|
|
EntityQuery<ContainerTemperatureDamageThresholdsComponent> tempThresholdsQuery)
|
|
{
|
|
RecalculateAndApplyParentThresholds(root, temperatureQuery, transformQuery, tempThresholdsQuery);
|
|
|
|
var enumerator = Transform(root).ChildEnumerator;
|
|
while (enumerator.MoveNext(out var child))
|
|
{
|
|
RecursiveThresholdUpdate(child, temperatureQuery, transformQuery, tempThresholdsQuery);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Recalculate parent thresholds and apply them on the uid temperature component.
|
|
/// </summary>
|
|
/// <param name="uid"></param>
|
|
/// <param name="temperatureQuery"></param>
|
|
/// <param name="transformQuery"></param>
|
|
/// <param name="tempThresholdsQuery"></param>
|
|
private void RecalculateAndApplyParentThresholds(EntityUid uid,
|
|
EntityQuery<TemperatureComponent> temperatureQuery, EntityQuery<TransformComponent> transformQuery,
|
|
EntityQuery<ContainerTemperatureDamageThresholdsComponent> tempThresholdsQuery)
|
|
{
|
|
if (!temperatureQuery.TryGetComponent(uid, out var temperature))
|
|
{
|
|
return;
|
|
}
|
|
|
|
var newThresholds = RecalculateParentThresholds(transformQuery.GetComponent(uid).ParentUid, transformQuery, tempThresholdsQuery);
|
|
temperature.ParentHeatDamageThreshold = newThresholds.Item1;
|
|
temperature.ParentColdDamageThreshold = newThresholds.Item2;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Recalculate Parent Heat/Cold DamageThreshold by recursively checking each ancestor and fetching the
|
|
/// maximum HeatDamageThreshold and the minimum ColdDamageThreshold if any exists (aka the best value for each).
|
|
/// </summary>
|
|
/// <param name="initialParentUid"></param>
|
|
/// <param name="transformQuery"></param>
|
|
/// <param name="tempThresholdsQuery"></param>
|
|
private (float?, float?) RecalculateParentThresholds(
|
|
EntityUid initialParentUid,
|
|
EntityQuery<TransformComponent> transformQuery,
|
|
EntityQuery<ContainerTemperatureDamageThresholdsComponent> tempThresholdsQuery)
|
|
{
|
|
// Recursively check parents for the best threshold available
|
|
var parentUid = initialParentUid;
|
|
float? newHeatThreshold = null;
|
|
float? newColdThreshold = null;
|
|
while (parentUid.IsValid())
|
|
{
|
|
if (tempThresholdsQuery.TryGetComponent(parentUid, out var newThresholds))
|
|
{
|
|
if (newThresholds.HeatDamageThreshold != null)
|
|
{
|
|
newHeatThreshold = Math.Max(newThresholds.HeatDamageThreshold.Value,
|
|
newHeatThreshold ?? 0);
|
|
}
|
|
|
|
if (newThresholds.ColdDamageThreshold != null)
|
|
{
|
|
newColdThreshold = Math.Min(newThresholds.ColdDamageThreshold.Value,
|
|
newColdThreshold ?? float.MaxValue);
|
|
}
|
|
}
|
|
|
|
parentUid = transformQuery.GetComponent(parentUid).ParentUid;
|
|
}
|
|
|
|
return (newHeatThreshold, newColdThreshold);
|
|
}
|
|
}
|