mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-30 16:17:27 +00:00
* 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...
433 lines
18 KiB
C#
433 lines
18 KiB
C#
using System.Linq;
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using Content.Server.Administration.Logs;
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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._DV.CosmicCult.Components; // DeltaV
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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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using Robust.Shared.Physics.Events;
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using Content.Shared.Projectiles;
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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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[Dependency] private readonly TemperatureSystem _temperature = default!;
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private EntityQuery<TemperatureImmunityComponent> _immuneQuery; // DeltaV
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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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public static readonly ProtoId<AlertCategoryPrototype> 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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Subs.SubscribeWithRelay<TemperatureProtectionComponent, ModifyChangedTemperatureEvent>(OnTemperatureChangeAttempt, held: false);
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SubscribeLocalEvent<InternalTemperatureComponent, MapInitEvent>(OnInit);
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SubscribeLocalEvent<ChangeTemperatureOnCollideComponent, ProjectileHitEvent>(ChangeTemperatureOnCollide);
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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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_immuneQuery = GetEntityQuery<TemperatureImmunityComponent>(); // DeltaV
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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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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) || _immuneQuery.HasComp(uid)) // DeltaV - hide alerts if immune
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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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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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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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// Begin DeltaV Additions - cosmic cult temperature immunity
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if (_immuneQuery.HasComp(temperature))
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return;
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// End DeltaV Additions
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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);
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}
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else if (temperature.CurrentTemperature <= coldDamageThreshold)
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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 low temperature damage");
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temperature.TakingDamage = true;
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}
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var diff = Math.Abs(temperature.CurrentTemperature - coldDamageThreshold);
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var tempDamage =
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Math.Sqrt(diff * (Math.Pow(temperature.DamageCap.Double(), 2) / coldDamageThreshold));
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_damageable.TryChangeDamage(uid, temperature.ColdDamage * tempDamage, ignoreResistances: true, interruptsDoAfters: false);
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}
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else if (temperature.TakingDamage)
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{
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_adminLogger.Add(LogType.Temperature, $"{ToPrettyString(uid):entity} stopped taking temperature damage");
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temperature.TakingDamage = false;
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}
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}
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private void OnTemperatureChangeAttempt(EntityUid uid, TemperatureProtectionComponent component, ModifyChangedTemperatureEvent args)
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{
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var coefficient = args.TemperatureDelta < 0
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? component.CoolingCoefficient
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: component.HeatingCoefficient;
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var ev = new GetTemperatureProtectionEvent(coefficient);
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RaiseLocalEvent(uid, ref ev);
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args.TemperatureDelta *= ev.Coefficient;
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}
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private void ChangeTemperatureOnCollide(Entity<ChangeTemperatureOnCollideComponent> ent, ref ProjectileHitEvent args)
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{
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_temperature.ChangeHeat(args.Target, ent.Comp.Heat, ent.Comp.IgnoreHeatResistance);// adjust the temperature
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}
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private void OnParentChange(EntityUid uid, TemperatureComponent component,
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ref EntParentChangedMessage args)
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{
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var temperatureQuery = GetEntityQuery<TemperatureComponent>();
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var transformQuery = GetEntityQuery<TransformComponent>();
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var thresholdsQuery = GetEntityQuery<ContainerTemperatureDamageThresholdsComponent>();
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|
// 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);
|
|
}
|
|
}
|