mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-29 23:57:29 +00:00
* Reapply "Nubody Merge" (#5807) This reverts commitd62f7cef10. * Revert "Nubody Merge (#5670)" This reverts commitb465cfb3fd. * Revert "IPC fibers (#4968)" This reverts commitc2b42211f0. * Revert "IPC Polymorph fix (#4545)" This reverts commitfa03d8c655. * Revert "fix IPC not having humanoid emotes (#4445)" This reverts commit216fdf999f. * Revert "ipc heat/cold (#4306)" This reverts commitfafd5cf816. * Revert "ipc cables (#4283)" This reverts commit54958039a1. * Revert "feat: ipcs now have dynamic power draw based off movement speed (#3917)" This reverts commit71e8b7e64b. * Revert "fix ipcs not being able to disarm (#3374)" This reverts commit764c4dcf54. * Revert "make steel heal caustic for ipcs (#3206)" This reverts commit450ac82550. * Revert "add missing ipc survival boxes (#3065)" This reverts commit888c9cdb00. * Revert "make borgs use ipc repairing (#3064)" This reverts commitf77a49dd0b. * Revert "Update hud.yml to add ipcs to diagnostic hud (#3019)" This reverts commit7220643531. * Revert "Tweak IPCs (#2979)" This reverts commit98b47476de. * Revert "fix nukies ipc test fail (#2957)" This reverts commit4a1acbf863. * Revert "fix ipc nukies not getting comms (#2884)" This reverts commit8a2254770e. * Revert "fix ipc encryption key mispredict (#2879)" This reverts commitf08726efc1. * Revert "Merge pull request #2800 from Spielern/port-ipc" This reverts commit822fa4312c, reversing changes made tofe4c23c702. * Remove and Fix rest of IPC Hangons causing crashes * Integration test Errors * Expand migration file with removed IPC stuff * IPC Leg was found and migrated to naught * Revert "Merge pull request #2542 from deltanedas/shitmed-ops" This reverts commit83a8002922, reversing changes made tobaa89b0052. * Revert "Set up surgical augments infrastructure & add tool panel augments (#3059)" This reverts commita40f0be6fd. * Revert "Psionic Prosthetics (#4689)" This reverts commit2679bb238a. * Revert "Add surgical cleanliness and sanitation (#2847)" This reverts commit64565ba4f7. * Remove unremoved mentions * Revert "Add autoclave to easily sanitize large amounts of items and faster (#2933)" This reverts commitd0da90fa2e. * Shit Med Removed * Remove _ShitMed Folders and fix Errors in Console * Add OrganAnimalBrain into the mirgraiton file * Heads no Input Mover * Monke * Full migration file I guess * oops * shiv state fix * Restore accidental deleted recipe * Forgot one flt mention * Fix more issues * Comment out Damage Visual for motorkind for now * Motorkind... * Commenting stuff out for now * thought there'd be more of this to gut --------- Co-authored-by: Janet Blackquill <uhhadd@gmail.com>
294 lines
13 KiB
C#
294 lines
13 KiB
C#
using System.Diagnostics.CodeAnalysis;
|
|
using Content.Server.Administration.Logs;
|
|
using Content.Server.Atmos.Components;
|
|
using Content.Shared._Goobstation.Atmos;
|
|
using Content.Shared.Alert;
|
|
using Content.Shared.Atmos;
|
|
using Content.Shared.Damage.Components;
|
|
using Content.Shared.Damage.Systems;
|
|
using Content.Shared.Database;
|
|
using Content.Shared.FixedPoint;
|
|
using Content.Shared.Inventory;
|
|
using Content.Shared.Inventory.Events;
|
|
using Robust.Shared.Containers;
|
|
|
|
namespace Content.Server.Atmos.EntitySystems
|
|
{
|
|
public sealed class BarotraumaSystem : EntitySystem
|
|
{
|
|
[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
|
|
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
|
|
[Dependency] private readonly AlertsSystem _alertsSystem = default!;
|
|
[Dependency] private readonly IAdminLogManager _adminLogger= default!;
|
|
[Dependency] private readonly InventorySystem _inventorySystem = default!;
|
|
|
|
private const float UpdateTimer = 1f;
|
|
private float _timer;
|
|
|
|
public override void Initialize()
|
|
{
|
|
SubscribeLocalEvent<PressureProtectionComponent, GotEquippedEvent>(OnPressureProtectionEquipped);
|
|
SubscribeLocalEvent<PressureProtectionComponent, GotUnequippedEvent>(OnPressureProtectionUnequipped);
|
|
SubscribeLocalEvent<PressureProtectionComponent, ComponentInit>(OnUpdateResistance);
|
|
SubscribeLocalEvent<PressureProtectionComponent, ComponentRemove>(OnUpdateResistance);
|
|
|
|
SubscribeLocalEvent<PressureImmunityComponent, ComponentInit>(OnPressureImmuneInit);
|
|
SubscribeLocalEvent<PressureImmunityComponent, ComponentRemove>(OnPressureImmuneRemove);
|
|
}
|
|
|
|
private void OnPressureImmuneInit(EntityUid uid, PressureImmunityComponent pressureImmunity, ComponentInit args)
|
|
{
|
|
if (TryComp<BarotraumaComponent>(uid, out var barotrauma))
|
|
{
|
|
barotrauma.HasImmunity = true;
|
|
}
|
|
}
|
|
|
|
private void OnPressureImmuneRemove(EntityUid uid, PressureImmunityComponent pressureImmunity, ComponentRemove args)
|
|
{
|
|
if (TryComp<BarotraumaComponent>(uid, out var barotrauma))
|
|
{
|
|
barotrauma.HasImmunity = false;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Generic method for updating resistance on component Lifestage events
|
|
/// </summary>
|
|
private void OnUpdateResistance(EntityUid uid, PressureProtectionComponent pressureProtection, EntityEventArgs args)
|
|
{
|
|
if (TryComp<BarotraumaComponent>(uid, out var barotrauma))
|
|
{
|
|
UpdateCachedResistances(uid, barotrauma);
|
|
}
|
|
}
|
|
|
|
private void OnPressureProtectionEquipped(EntityUid uid, PressureProtectionComponent pressureProtection, GotEquippedEvent args)
|
|
{
|
|
if (TryComp<BarotraumaComponent>(args.Equipee, out var barotrauma) && barotrauma.ProtectionSlots.Contains(args.Slot))
|
|
{
|
|
UpdateCachedResistances(args.Equipee, barotrauma);
|
|
}
|
|
}
|
|
|
|
private void OnPressureProtectionUnequipped(EntityUid uid, PressureProtectionComponent pressureProtection, GotUnequippedEvent args)
|
|
{
|
|
if (TryComp<BarotraumaComponent>(args.Equipee, out var barotrauma) && barotrauma.ProtectionSlots.Contains(args.Slot))
|
|
{
|
|
UpdateCachedResistances(args.Equipee, barotrauma);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Computes the pressure resistance for the entity coming from the equipment and any innate resistance.
|
|
/// The ProtectionSlots field of the Barotrauma component specifies which parts must be protected for the protection to have any effet.
|
|
/// </summary>
|
|
private void UpdateCachedResistances(EntityUid uid, BarotraumaComponent barotrauma)
|
|
{
|
|
|
|
if (barotrauma.ProtectionSlots.Count != 0)
|
|
{
|
|
if (!TryComp(uid, out InventoryComponent? inv) || !TryComp(uid, out ContainerManagerComponent? contMan))
|
|
{
|
|
return;
|
|
}
|
|
var hPModifier = float.MinValue;
|
|
var hPMultiplier = float.MinValue;
|
|
var lPModifier = float.MaxValue;
|
|
var lPMultiplier = float.MaxValue;
|
|
|
|
foreach (var slot in barotrauma.ProtectionSlots)
|
|
{
|
|
if (!_inventorySystem.TryGetSlotEntity(uid, slot, out var equipment, inv, contMan)
|
|
|| !TryGetPressureProtectionValues(equipment.Value,
|
|
out var itemHighMultiplier,
|
|
out var itemHighModifier,
|
|
out var itemLowMultiplier,
|
|
out var itemLowModifier))
|
|
{
|
|
// Missing protection, skin is exposed.
|
|
hPModifier = 0f;
|
|
hPMultiplier = 1f;
|
|
lPModifier = 0f;
|
|
lPMultiplier = 1f;
|
|
break;
|
|
}
|
|
|
|
// The entity is as protected as its weakest part protection
|
|
hPModifier = Math.Max(hPModifier, itemHighModifier.Value);
|
|
hPMultiplier = Math.Max(hPMultiplier, itemHighMultiplier.Value);
|
|
lPModifier = Math.Min(lPModifier, itemLowModifier.Value);
|
|
lPMultiplier = Math.Min(lPMultiplier, itemLowMultiplier.Value);
|
|
}
|
|
|
|
barotrauma.HighPressureModifier = hPModifier;
|
|
barotrauma.HighPressureMultiplier = hPMultiplier;
|
|
barotrauma.LowPressureModifier = lPModifier;
|
|
barotrauma.LowPressureMultiplier = lPMultiplier;
|
|
}
|
|
|
|
// any innate pressure resistance ?
|
|
if (TryGetPressureProtectionValues(uid,
|
|
out var highMultiplier,
|
|
out var highModifier,
|
|
out var lowMultiplier,
|
|
out var lowModifier))
|
|
{
|
|
barotrauma.HighPressureModifier += highModifier.Value;
|
|
barotrauma.HighPressureMultiplier *= highMultiplier.Value;
|
|
barotrauma.LowPressureModifier += lowModifier.Value;
|
|
barotrauma.LowPressureMultiplier *= lowMultiplier.Value;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns adjusted pressure after having applied resistances from equipment and innate (if any), to check against a low pressure hazard threshold
|
|
/// </summary>
|
|
public float GetFeltLowPressure(EntityUid uid, BarotraumaComponent barotrauma, float environmentPressure)
|
|
{
|
|
if (barotrauma.HasImmunity || HasComp<SpecialPressureImmunityComponent>(uid)) // Goobstation - Special Immunity
|
|
{
|
|
return Atmospherics.OneAtmosphere;
|
|
}
|
|
|
|
var modified = (environmentPressure + barotrauma.LowPressureModifier) * (barotrauma.LowPressureMultiplier);
|
|
return Math.Min(modified, Atmospherics.OneAtmosphere);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns adjusted pressure after having applied resistances from equipment and innate (if any), to check against a high pressure hazard threshold
|
|
/// </summary>
|
|
public float GetFeltHighPressure(EntityUid uid, BarotraumaComponent barotrauma, float environmentPressure)
|
|
{
|
|
if (barotrauma.HasImmunity || HasComp<SpecialPressureImmunityComponent>(uid)) // Goobstation - Special Immunity
|
|
{
|
|
return Atmospherics.OneAtmosphere;
|
|
}
|
|
|
|
var modified = (environmentPressure + barotrauma.HighPressureModifier) * (barotrauma.HighPressureMultiplier);
|
|
return Math.Max(modified, Atmospherics.OneAtmosphere);
|
|
}
|
|
|
|
public bool TryGetPressureProtectionValues(
|
|
Entity<PressureProtectionComponent?> ent,
|
|
[NotNullWhen(true)] out float? highMultiplier,
|
|
[NotNullWhen(true)] out float? highModifier,
|
|
[NotNullWhen(true)] out float? lowMultiplier,
|
|
[NotNullWhen(true)] out float? lowModifier)
|
|
{
|
|
highMultiplier = null;
|
|
highModifier = null;
|
|
lowMultiplier = null;
|
|
lowModifier = null;
|
|
if (!Resolve(ent, ref ent.Comp, false))
|
|
return false;
|
|
|
|
var comp = ent.Comp;
|
|
var ev = new GetPressureProtectionValuesEvent
|
|
{
|
|
HighPressureMultiplier = comp.HighPressureMultiplier,
|
|
HighPressureModifier = comp.HighPressureModifier,
|
|
LowPressureMultiplier = comp.LowPressureMultiplier,
|
|
LowPressureModifier = comp.LowPressureModifier
|
|
};
|
|
RaiseLocalEvent(ent, ref ev);
|
|
highMultiplier = ev.HighPressureMultiplier;
|
|
highModifier = ev.HighPressureModifier;
|
|
lowMultiplier = ev.LowPressureMultiplier;
|
|
lowModifier = ev.LowPressureModifier;
|
|
return true;
|
|
}
|
|
|
|
public override void Update(float frameTime)
|
|
{
|
|
_timer += frameTime;
|
|
|
|
if (_timer < UpdateTimer)
|
|
return;
|
|
|
|
_timer -= UpdateTimer;
|
|
|
|
var enumerator = EntityQueryEnumerator<BarotraumaComponent, DamageableComponent>();
|
|
while (enumerator.MoveNext(out var uid, out var barotrauma, out var damageable))
|
|
{
|
|
var totalDamage = FixedPoint2.Zero;
|
|
foreach (var (barotraumaDamageType, _) in barotrauma.Damage.DamageDict)
|
|
{
|
|
if (!damageable.Damage.DamageDict.TryGetValue(barotraumaDamageType, out var damage))
|
|
continue;
|
|
totalDamage += damage;
|
|
}
|
|
if (totalDamage >= barotrauma.MaxDamage)
|
|
continue;
|
|
|
|
var pressure = 1f;
|
|
|
|
if (_atmosphereSystem.GetContainingMixture(uid) is {} mixture)
|
|
{
|
|
pressure = MathF.Max(mixture.Pressure, 1f);
|
|
}
|
|
|
|
pressure = pressure switch
|
|
{
|
|
// Adjust pressure based on equipment. Works differently depending on if it's "high" or "low".
|
|
<= Atmospherics.WarningLowPressure => GetFeltLowPressure(uid, barotrauma, pressure),
|
|
>= Atmospherics.WarningHighPressure => GetFeltHighPressure(uid, barotrauma, pressure),
|
|
_ => pressure
|
|
};
|
|
|
|
if (pressure <= Atmospherics.HazardLowPressure)
|
|
{
|
|
// Deal damage and ignore resistances. Resistance to pressure damage should be done via pressure protection gear.
|
|
_damageableSystem.TryChangeDamage(uid, barotrauma.Damage * Atmospherics.LowPressureDamage, true, false);
|
|
|
|
if (!barotrauma.TakingDamage)
|
|
{
|
|
barotrauma.TakingDamage = true;
|
|
_adminLogger.Add(LogType.Barotrauma, $"{ToPrettyString(uid):entity} started taking low pressure damage");
|
|
}
|
|
|
|
_alertsSystem.ShowAlert(uid, barotrauma.LowPressureAlert, 2);
|
|
}
|
|
else if (pressure >= Atmospherics.HazardHighPressure)
|
|
{
|
|
var damageScale = MathF.Min(((pressure / Atmospherics.HazardHighPressure) - 1) * Atmospherics.PressureDamageCoefficient, Atmospherics.MaxHighPressureDamage);
|
|
|
|
// Deal damage and ignore resistances. Resistance to pressure damage should be done via pressure protection gear.
|
|
_damageableSystem.TryChangeDamage(uid, barotrauma.Damage * damageScale, true, false);
|
|
|
|
if (!barotrauma.TakingDamage)
|
|
{
|
|
barotrauma.TakingDamage = true;
|
|
_adminLogger.Add(LogType.Barotrauma, $"{ToPrettyString(uid):entity} started taking high pressure damage");
|
|
}
|
|
|
|
_alertsSystem.ShowAlert(uid, barotrauma.HighPressureAlert, 2);
|
|
}
|
|
else
|
|
{
|
|
// Within safe pressure limits
|
|
if (barotrauma.TakingDamage)
|
|
{
|
|
barotrauma.TakingDamage = false;
|
|
_adminLogger.Add(LogType.Barotrauma, $"{ToPrettyString(uid):entity} stopped taking pressure damage");
|
|
}
|
|
|
|
// Set correct alert.
|
|
switch (pressure)
|
|
{
|
|
case <= Atmospherics.WarningLowPressure:
|
|
_alertsSystem.ShowAlert(uid, barotrauma.LowPressureAlert, 1);
|
|
break;
|
|
case >= Atmospherics.WarningHighPressure:
|
|
_alertsSystem.ShowAlert(uid, barotrauma.HighPressureAlert, 1);
|
|
break;
|
|
default:
|
|
_alertsSystem.ClearAlertCategory(uid, barotrauma.PressureAlertCategory);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|