args.Multiplier = 10000;
}
- public float GetFeltLowPressure(BarotraumaComponent baro, float environmentPressure)
+ public float GetFeltLowPressure(EntityUid uid, BarotraumaComponent baro, float environmentPressure)
{
var modifier = float.MaxValue;
var multiplier = float.MaxValue;
- TryComp(baro.Owner, out InventoryComponent? inv);
- TryComp(baro.Owner, out ContainerManagerComponent? contMan);
+ TryComp(uid, out InventoryComponent? inv);
+ TryComp(uid, out ContainerManagerComponent? contMan);
// TODO: cache this & update when equipment changes?
// This continuously raises events for every player in space.
+ if (baro.ProtectionSlots.Count == 0)
+ {
+ modifier = 0;
+ multiplier = 1;
+ }
+
// First, check if for protective equipment
foreach (var slot in baro.ProtectionSlots)
{
- if (!_inventorySystem.TryGetSlotEntity(baro.Owner, slot, out var equipment, inv, contMan)
+ if (!_inventorySystem.TryGetSlotEntity(uid, slot, out var equipment, inv, contMan)
|| ! TryComp(equipment, out PressureProtectionComponent? protection))
{
// Missing protection, skin is exposed.
// Then apply any generic, non-clothing related modifiers.
var lowPressureEvent = new LowPressureEvent(environmentPressure);
- RaiseLocalEvent(baro.Owner, lowPressureEvent, false);
+ RaiseLocalEvent(uid, lowPressureEvent);
- return (environmentPressure + modifier + lowPressureEvent.Modifier) * (multiplier * lowPressureEvent.Multiplier);
+ return (environmentPressure + modifier + lowPressureEvent.Modifier)
+ * (multiplier * lowPressureEvent.Multiplier);
}
- public float GetFeltHighPressure(BarotraumaComponent baro, float environmentPressure)
+ public float GetFeltHighPressure(EntityUid uid, BarotraumaComponent baro, float environmentPressure)
{
var modifier = float.MinValue;
var multiplier = float.MinValue;
- TryComp(baro.Owner, out InventoryComponent? inv);
- TryComp(baro.Owner, out ContainerManagerComponent? contMan);
+ TryComp(uid, out InventoryComponent? inv);
+ TryComp(uid, out ContainerManagerComponent? contMan);
// TODO: cache this & update when equipment changes?
// Not as import and as low-pressure, but probably still useful.
+ if (baro.ProtectionSlots.Count == 0)
+ {
+ modifier = 0;
+ multiplier = 1;
+ }
+
// First, check if for protective equipment
foreach (var slot in baro.ProtectionSlots)
{
- if (!_inventorySystem.TryGetSlotEntity(baro.Owner, slot, out var equipment, inv, contMan)
+ if (!_inventorySystem.TryGetSlotEntity(uid, slot, out var equipment, inv, contMan)
|| !TryComp(equipment, out PressureProtectionComponent? protection))
{
// Missing protection, skin is exposed.
break;
}
- modifier = Math.Max(protection.LowPressureModifier, modifier);
- multiplier = Math.Max(protection.LowPressureMultiplier, multiplier);
+ modifier = Math.Max(protection.HighPressureModifier, modifier);
+ multiplier = Math.Max(protection.HighPressureMultiplier, multiplier);
}
// Then apply any generic, non-clothing related modifiers.
var highPressureEvent = new HighPressureEvent(environmentPressure);
- RaiseLocalEvent(baro.Owner, highPressureEvent, false);
+ RaiseLocalEvent(uid, highPressureEvent);
- return (environmentPressure + modifier + highPressureEvent.Modifier) * (multiplier * highPressureEvent.Multiplier);
+ return (environmentPressure + modifier + highPressureEvent.Modifier)
+ * (multiplier * highPressureEvent.Multiplier);
}
public override void Update(float frameTime)
_timer -= UpdateTimer;
- foreach (var (barotrauma, damageable, transform) in EntityManager.EntityQuery<BarotraumaComponent, DamageableComponent, TransformComponent>())
+ var enumerator = EntityQueryEnumerator<BarotraumaComponent, DamageableComponent>();
+ while (enumerator.MoveNext(out var uid, out var barotrauma, out var damageable))
{
- var uid = barotrauma.Owner;
var totalDamage = FixedPoint2.Zero;
foreach (var (barotraumaDamageType, _) in barotrauma.Damage.DamageDict)
{
{
// Low pressure.
case <= Atmospherics.WarningLowPressure:
- pressure = GetFeltLowPressure(barotrauma, pressure);
+ pressure = GetFeltLowPressure(uid, barotrauma, pressure);
if (pressure > Atmospherics.WarningLowPressure)
goto default;
// Deal damage and ignore resistances. Resistance to pressure damage should be done via pressure protection gear.
- _damageableSystem.TryChangeDamage(barotrauma.Owner, barotrauma.Damage * Atmospherics.LowPressureDamage, true, false);
+ _damageableSystem.TryChangeDamage(uid, barotrauma.Damage * Atmospherics.LowPressureDamage, true, false);
if (!barotrauma.TakingDamage)
{
barotrauma.TakingDamage = true;
- _adminLogger.Add(LogType.Barotrauma, $"{ToPrettyString(barotrauma.Owner):entity} started taking low pressure damage");
+ _adminLogger.Add(LogType.Barotrauma, $"{ToPrettyString(uid):entity} started taking low pressure damage");
}
if (pressure <= Atmospherics.HazardLowPressure)
{
- _alertsSystem.ShowAlert(barotrauma.Owner, AlertType.LowPressure, 2);
+ _alertsSystem.ShowAlert(uid, AlertType.LowPressure, 2);
break;
}
- _alertsSystem.ShowAlert(barotrauma.Owner, AlertType.LowPressure, 1);
+ _alertsSystem.ShowAlert(uid, AlertType.LowPressure, 1);
break;
// High pressure.
case >= Atmospherics.WarningHighPressure:
- pressure = GetFeltHighPressure(barotrauma, pressure);
+ pressure = GetFeltHighPressure(uid, barotrauma, pressure);
if(pressure < Atmospherics.WarningHighPressure)
goto default;
var damageScale = MathF.Min((pressure / Atmospherics.HazardHighPressure) * Atmospherics.PressureDamageCoefficient, Atmospherics.MaxHighPressureDamage);
// Deal damage and ignore resistances. Resistance to pressure damage should be done via pressure protection gear.
- _damageableSystem.TryChangeDamage(barotrauma.Owner, barotrauma.Damage * damageScale, true, false);
+ _damageableSystem.TryChangeDamage(uid, barotrauma.Damage * damageScale, true, false);
if (!barotrauma.TakingDamage)
{
barotrauma.TakingDamage = true;
- _adminLogger.Add(LogType.Barotrauma, $"{ToPrettyString(barotrauma.Owner):entity} started taking high pressure damage");
+ _adminLogger.Add(LogType.Barotrauma, $"{ToPrettyString(uid):entity} started taking high pressure damage");
}
if (pressure >= Atmospherics.HazardHighPressure)
{
- _alertsSystem.ShowAlert(barotrauma.Owner, AlertType.HighPressure, 2);
+ _alertsSystem.ShowAlert(uid, AlertType.HighPressure, 2);
break;
}
- _alertsSystem.ShowAlert(barotrauma.Owner, AlertType.HighPressure, 1);
+ _alertsSystem.ShowAlert(uid, AlertType.HighPressure, 1);
break;
// Normal pressure.
if (barotrauma.TakingDamage)
{
barotrauma.TakingDamage = false;
- _adminLogger.Add(LogType.Barotrauma, $"{ToPrettyString(barotrauma.Owner):entity} stopped taking pressure damage");
+ _adminLogger.Add(LogType.Barotrauma, $"{ToPrettyString(uid):entity} stopped taking pressure damage");
}
- _alertsSystem.ClearAlertCategory(barotrauma.Owner, AlertCategory.Pressure);
+ _alertsSystem.ClearAlertCategory(uid, AlertCategory.Pressure);
break;
}
}