Files
Delta-v/Content.Server/Temperature/Systems/TemperatureSystem.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146)

* Optimize sensor monitoring window graph drawing

* Add shared static Vector2 pool for all GraphView instances

* Address requested changes

* remove lock

* Update submodule to 264.0.0 (#38629)

* Toy/Plushie Inhands and Wearables (#38514)

* Fixed dependency injection and some other issues in a few places.

* More issue fixes

* patchfor broken NetworkConfiguratorLinkMenu (#38632)

fix

* Fix solutions flickering when transferring contents (#34838)

* Use Solution clones when applying SolutionComponent states

* Revert "Use Solution clones when applying SolutionComponent states"

This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62.

* Make Solution implement ICloneable and rename Clone method.

* Copy CanReact value when cloning a Solution

* Convert to IRobustCloneable

* Fix typos in guidebook: Buisness → Business (#38636)

* Fix typo in `MinorAntagonists.xml`

Buisness → Business

* Fix typo in `YourFirstCharacter.xml`

Buisness → Business

* Various Headphones Fixes and Tweaks (#38479)

* sprites, wearables

* neck

* icon-on sprite

* Cleanup prototype instantiation in `DamageTest` (#38639)

Cleanup prototype instantiation in DamageTest

* Cleanup prototype instantiation in `ExplosionSystem` (#38642)

Cleanup prototype instantiation in ExplosionSystem

* AddBodyPartCommand localization. (#38612)

commit

* fix ItemSlotsSystem debug assert (#38655)

* Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536)

* Added directional beacons (#38284)

* Added directional beacons

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Fixed names

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Power stat and nuke codes commands get some LEC love. (#38585)

* commit

* requested changes.

* Dsay Dirty and Follow commands converted to LEC and localized. (#38666)

* commit

* whoopwhoopwhoop

* Retro laser sprite fix (#38676)

* Fixed everything except the icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fixed icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fix water coolers (#38681)

* Monochromacy typo fix (#38686)

* fixes the typo

* Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Validate `CloningSettingsPrototype`s (#38688)

* Validate CloningSettingsPrototypes

* Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Check EventComponents too

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Add test of objective-related console commands (#36400)

* Add test of objective add/list/remove commands

* Not sure why we're validating test prototypes, but sure

* We don't need a map

* Improvements and fixups for New Status Effect API (#38660)

* Predict healing and bloodstream (#38690)

* initial commit

* reapply 38126

* fix rootable

* someone missed an important minus sign here

* try this

* fix

* fix

* reenable crit hits

* cleanup

* fix status time dirtying

* fix

* camelCase

* Healing and bloodstream prediction fixes.

* Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661)

* Resolving Wizard Recall on Nuke disk making it impossible to disarm
- Adding a DisarmBomb case to nuke status update loop
- Changing a few methods and parameters to properly follow formatting standards
- Updating some names to follow camelCase

* Updating missed tag

* Reverting DataField change

Should prevent this preventative bugfix being a breaking change.

* Switch HSV to the default colorspace for character customization (#38434)

* Made HSV default for character editor

* Adds/fixes comments to HSV defaulting

* Added dropbox fix, potentially cursed

* Revert "Added dropbox fix, potentially cursed"

This reverts commit a709883366fbee813e839742125e70844672af29.

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Fix: Don't deploy foldables when clicking on items inside containers (#38709)

* Fix

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Pressure Relief Valve (#36708)

* initial system (this math is probably WRONG)

* General code cleanup and OnExamined support
(holy moly this code sucks)

* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...

* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.

* Remove one TODO for unshitcoding the examine code

* Add reminder
yea

* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)

* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.

* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields

* Implement DirtyField prediction

* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.

Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.

* More cleanup and comments

* Remove TODO comment on bulldozing window title

* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).

* Add visuals

* Revert debugging variable replacememt
yea

* Revert skissue

* Remove unused using directives and remove TODO

* Localize, cleanup, document

* Fix adminlogging discrepancy

* Add ability to construct, add guidebook entry

* Clear up comment

* Add guidebook tooltip to valve

* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor

* Adds more input handling and adds autofill on open

* Un-deepfry input validator shitcode
Genuinely what was I smoking

* improve visuals logic

* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs

* I'm sorry but I hate warnings

* Remove unused using directive in AtmosphereSystem.Gases.cs

* Review and cleanup

* Lukewarm UI glossup

* Maintainer for the upstream project btw

* Remove redundant state sets and messy logic

* Unduplicate valve updater code

* Redo UI (im sorry Slarti)

* run tests

* Test refactored UI messaging

* Second round of UI improvements
- God please find a way to improve this system. Feels bad.

* Update loop implementation

* Further predict UI

* Clear up SetToCurrentThreshold

* cleanup

* Update to master + pipe layers and bug fixes
want to run tests

* fixes

* Deploy rename pipebomb

* Documentation and requested changes

* Rename the method that wiggled away

* Undo rounding changes

* Fix comment

* Rename and cleanup

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Fix TextLinkTag (#32203)

* Adjust uplink buy button to be under item icon (#38596)

* Adjusted uplink buy button to be under item icon

* Put the discount subtext under the icon

* Indent fixes, added margin

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Scurrets - Audio Improvements (#38482)

* Scurret audio tuning

* Add new sfx

* Update sneezing sfx

* YAML support

* Rename a folder

* make telesci wreck easier (#37569)

rel

* Validate `ShaderPrototype` IDs (#38728)

* Convert all shader prototype string literals to protoids in overlays

* Convert more shader prototype literal strings to protoids

* Convert ValidatePrototypeId to ProtoId

* Later

* [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664)

* fixed

* clean up

* orks fix smart

* review fix 1

* more requested changes

* less cursed

* more descriptive description

* better wording

* Tiny Tiny Cleanup of the EyeClosingSystem. (#38734)

Update EyeClosingSystem.cs

* Fix human skin tone distribution (#38701)

* fix: Use PredictedQueueDel for gib spell (#38729)

* fix: don't default to uncharged sprite state for cells (#38730)

* Fix Hristov description - remove inaccurate technical specs (#38746)

- Removes inaccurate 'armor piercing 14.5mm shells' reference
- Replaces it with a more funny description, matching the style of the other snipers and guns
- Keeps ammunition type '.60 anti-materiel ammo' specification
- Fixes issue #38590

Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br>

* feat: allow mopping evaporating puddles (#38743)

* Validate remaining `ProtoId` strings (#38747)

Validate remaining ProtoId strings

* Validate `ProtoId`s in tests (#38745)

* Convert string literals to protoids in Content.Tests

* Convert string literals to protoids or consts in Content.IntegrationTests

* Fix linter failures
Tricksy static using misled me

* Cleanup warning in StomachSystem (#38748)

you did not see this

* Vox scars (#38592)

* Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl

* Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl"

This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15.

* locale key fix

* Changed top surgery scar names to be more generalized

* Adjusted face scars

* Formatting fixes

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* UnlockNode command to LEC. (#38751)

* commit

* Update UnlockNodeCommand.cs

* commit

* move command locale to its own file.

* Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Typofixes for figurine dialogue (#38737)

* Typofixes for figurine dialogue

* Forgot two

* Janitor Tool: Wire Brush (#38667)

* Wow! It's -brush-

* spacing.

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* fixed changes

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Minor escape menu UX improvements (#38650)

* fix: spellbooks can have infinite charges (#38376)

* fix: spellbooks can have infinite charges

* refactor: indicate infinite spellbook charges with null

Not sure if I like this much better...
2025-11-06 18:22:39 +00:00

433 lines
18 KiB
C#

using System.Linq;
using Content.Server.Administration.Logs;
using Content.Server.Atmos.EntitySystems;
using Content.Server.Body.Components;
using Content.Server.Temperature.Components;
using Content.Shared._DV.CosmicCult.Components; // DeltaV
using Content.Shared.Alert;
using Content.Shared.Atmos;
using Content.Shared.Damage;
using Content.Shared.Database;
using Content.Shared.Inventory;
using Content.Shared.Rejuvenate;
using Content.Shared.Temperature;
using Robust.Shared.Physics.Components;
using Robust.Shared.Prototypes;
using Robust.Shared.Physics.Events;
using Content.Shared.Projectiles;
namespace Content.Server.Temperature.Systems;
public sealed class TemperatureSystem : EntitySystem
{
[Dependency] private readonly AlertsSystem _alerts = default!;
[Dependency] private readonly AtmosphereSystem _atmosphere = default!;
[Dependency] private readonly DamageableSystem _damageable = default!;
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
[Dependency] private readonly TemperatureSystem _temperature = default!;
private EntityQuery<TemperatureImmunityComponent> _immuneQuery; // DeltaV
/// <summary>
/// All the components that will have their damage updated at the end of the tick.
/// This is done because both AtmosExposed and Flammable call ChangeHeat in the same tick, meaning
/// that we need some mechanism to ensure it doesn't double dip on damage for both calls.
/// </summary>
public HashSet<Entity<TemperatureComponent>> ShouldUpdateDamage = new();
public float UpdateInterval = 1.0f;
private float _accumulatedFrametime;
public static readonly ProtoId<AlertCategoryPrototype> TemperatureAlertCategory = "Temperature";
public override void Initialize()
{
SubscribeLocalEvent<TemperatureComponent, OnTemperatureChangeEvent>(EnqueueDamage);
SubscribeLocalEvent<TemperatureComponent, AtmosExposedUpdateEvent>(OnAtmosExposedUpdate);
SubscribeLocalEvent<TemperatureComponent, RejuvenateEvent>(OnRejuvenate);
SubscribeLocalEvent<AlertsComponent, OnTemperatureChangeEvent>(ServerAlert);
Subs.SubscribeWithRelay<TemperatureProtectionComponent, ModifyChangedTemperatureEvent>(OnTemperatureChangeAttempt, held: false);
SubscribeLocalEvent<InternalTemperatureComponent, MapInitEvent>(OnInit);
SubscribeLocalEvent<ChangeTemperatureOnCollideComponent, ProjectileHitEvent>(ChangeTemperatureOnCollide);
// Allows overriding thresholds based on the parent's thresholds.
SubscribeLocalEvent<TemperatureComponent, EntParentChangedMessage>(OnParentChange);
SubscribeLocalEvent<ContainerTemperatureDamageThresholdsComponent, ComponentStartup>(
OnParentThresholdStartup);
SubscribeLocalEvent<ContainerTemperatureDamageThresholdsComponent, ComponentShutdown>(
OnParentThresholdShutdown);
_immuneQuery = GetEntityQuery<TemperatureImmunityComponent>(); // DeltaV
}
public override void Update(float frameTime)
{
base.Update(frameTime);
// conduct heat from the surface to the inside of entities with internal temperatures
var query = EntityQueryEnumerator<InternalTemperatureComponent, TemperatureComponent>();
while (query.MoveNext(out var uid, out var comp, out var temp))
{
// don't do anything if they equalised
var diff = Math.Abs(temp.CurrentTemperature - comp.Temperature);
if (diff < 0.1f)
continue;
// heat flow in W/m^2 as per fourier's law in 1D.
var q = comp.Conductivity * diff / comp.Thickness;
// convert to J then K
var joules = q * comp.Area * frameTime;
var degrees = joules / GetHeatCapacity(uid, temp);
if (temp.CurrentTemperature < comp.Temperature)
degrees *= -1;
// exchange heat between inside and surface
comp.Temperature += degrees;
ForceChangeTemperature(uid, temp.CurrentTemperature - degrees, temp);
}
UpdateDamage(frameTime);
}
private void UpdateDamage(float frameTime)
{
_accumulatedFrametime += frameTime;
if (_accumulatedFrametime < UpdateInterval)
return;
_accumulatedFrametime -= UpdateInterval;
if (!ShouldUpdateDamage.Any())
return;
foreach (var comp in ShouldUpdateDamage)
{
MetaDataComponent? metaData = null;
var uid = comp.Owner;
if (Deleted(uid, metaData) || Paused(uid, metaData))
continue;
ChangeDamage(uid, comp);
}
ShouldUpdateDamage.Clear();
}
public void ForceChangeTemperature(EntityUid uid, float temp, TemperatureComponent? temperature = null)
{
if (!Resolve(uid, ref temperature))
return;
float lastTemp = temperature.CurrentTemperature;
float delta = temperature.CurrentTemperature - temp;
temperature.CurrentTemperature = temp;
RaiseLocalEvent(uid, new OnTemperatureChangeEvent(temperature.CurrentTemperature, lastTemp, delta),
true);
}
public void ChangeHeat(EntityUid uid, float heatAmount, bool ignoreHeatResistance = false,
TemperatureComponent? temperature = null)
{
if (!Resolve(uid, ref temperature, false))
return;
if (!ignoreHeatResistance)
{
var ev = new ModifyChangedTemperatureEvent(heatAmount);
RaiseLocalEvent(uid, ev);
heatAmount = ev.TemperatureDelta;
}
float lastTemp = temperature.CurrentTemperature;
temperature.CurrentTemperature += heatAmount / GetHeatCapacity(uid, temperature);
float delta = temperature.CurrentTemperature - lastTemp;
RaiseLocalEvent(uid, new OnTemperatureChangeEvent(temperature.CurrentTemperature, lastTemp, delta), true);
}
private void OnAtmosExposedUpdate(EntityUid uid, TemperatureComponent temperature,
ref AtmosExposedUpdateEvent args)
{
var transform = args.Transform;
if (transform.MapUid == null)
return;
var temperatureDelta = args.GasMixture.Temperature - temperature.CurrentTemperature;
var airHeatCapacity = _atmosphere.GetHeatCapacity(args.GasMixture, false);
var heatCapacity = GetHeatCapacity(uid, temperature);
var heat = temperatureDelta * (airHeatCapacity * heatCapacity /
(airHeatCapacity + heatCapacity));
ChangeHeat(uid, heat * temperature.AtmosTemperatureTransferEfficiency, temperature: temperature);
}
public float GetHeatCapacity(EntityUid uid, TemperatureComponent? comp = null, PhysicsComponent? physics = null)
{
if (!Resolve(uid, ref comp) || !Resolve(uid, ref physics, false) || physics.FixturesMass <= 0)
{
return Atmospherics.MinimumHeatCapacity;
}
return comp.SpecificHeat * physics.FixturesMass;
}
private void OnInit(EntityUid uid, InternalTemperatureComponent comp, MapInitEvent args)
{
if (!TryComp<TemperatureComponent>(uid, out var temp))
return;
comp.Temperature = temp.CurrentTemperature;
}
private void OnRejuvenate(EntityUid uid, TemperatureComponent comp, RejuvenateEvent args)
{
ForceChangeTemperature(uid, Atmospherics.T20C, comp);
}
private void ServerAlert(EntityUid uid, AlertsComponent status, OnTemperatureChangeEvent args)
{
ProtoId<AlertPrototype> type;
float threshold;
float idealTemp;
if (!TryComp<TemperatureComponent>(uid, out var temperature) || _immuneQuery.HasComp(uid)) // DeltaV - hide alerts if immune
{
_alerts.ClearAlertCategory(uid, TemperatureAlertCategory);
return;
}
if (TryComp<ThermalRegulatorComponent>(uid, out var regulator) &&
regulator.NormalBodyTemperature > temperature.ColdDamageThreshold &&
regulator.NormalBodyTemperature < temperature.HeatDamageThreshold)
{
idealTemp = regulator.NormalBodyTemperature;
}
else
{
idealTemp = (temperature.ColdDamageThreshold + temperature.HeatDamageThreshold) / 2;
}
if (args.CurrentTemperature <= idealTemp)
{
type = temperature.ColdAlert;
threshold = temperature.ColdDamageThreshold;
}
else
{
type = temperature.HotAlert;
threshold = temperature.HeatDamageThreshold;
}
// Calculates a scale where 1.0 is the ideal temperature and 0.0 is where temperature damage begins
// The cold and hot scales will differ in their range if the ideal temperature is not exactly halfway between the thresholds
var tempScale = (args.CurrentTemperature - threshold) / (idealTemp - threshold);
switch (tempScale)
{
case <= 0f:
_alerts.ShowAlert(uid, type, 3);
break;
case <= 0.4f:
_alerts.ShowAlert(uid, type, 2);
break;
case <= 0.66f:
_alerts.ShowAlert(uid, type, 1);
break;
case > 0.66f:
_alerts.ClearAlertCategory(uid, TemperatureAlertCategory);
break;
}
}
private void EnqueueDamage(Entity<TemperatureComponent> temperature, ref OnTemperatureChangeEvent args)
{
// Begin DeltaV Additions - cosmic cult temperature immunity
if (_immuneQuery.HasComp(temperature))
return;
// End DeltaV Additions
ShouldUpdateDamage.Add(temperature);
}
private void ChangeDamage(EntityUid uid, TemperatureComponent temperature)
{
if (!HasComp<DamageableComponent>(uid))
return;
// See this link for where the scaling func comes from:
// https://www.desmos.com/calculator/0vknqtdvq9
// Based on a logistic curve, which caps out at MaxDamage
var heatK = 0.005;
var a = 1;
var y = temperature.DamageCap;
var c = y * 2;
var heatDamageThreshold = temperature.ParentHeatDamageThreshold ?? temperature.HeatDamageThreshold;
var coldDamageThreshold = temperature.ParentColdDamageThreshold ?? temperature.ColdDamageThreshold;
if (temperature.CurrentTemperature >= heatDamageThreshold)
{
if (!temperature.TakingDamage)
{
_adminLogger.Add(LogType.Temperature, $"{ToPrettyString(uid):entity} started taking high temperature damage");
temperature.TakingDamage = true;
}
var diff = Math.Abs(temperature.CurrentTemperature - heatDamageThreshold);
var tempDamage = c / (1 + a * Math.Pow(Math.E, -heatK * diff)) - y;
_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, ModifyChangedTemperatureEvent args)
{
var coefficient = args.TemperatureDelta < 0
? component.CoolingCoefficient
: component.HeatingCoefficient;
var ev = new GetTemperatureProtectionEvent(coefficient);
RaiseLocalEvent(uid, ref ev);
args.TemperatureDelta *= ev.Coefficient;
}
private void ChangeTemperatureOnCollide(Entity<ChangeTemperatureOnCollideComponent> ent, ref ProjectileHitEvent args)
{
_temperature.ChangeHeat(args.Target, ent.Comp.Heat, ent.Comp.IgnoreHeatResistance);// adjust the temperature
}
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);
}
}