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crystall-punk-14/Content.Server/GameObjects/Components/Temperature/TemperatureComponent.cs

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using Content.Server.Interfaces.GameObjects;
using Content.Shared.Maths;
using System;
using SS14.Shared.GameObjects;
using SS14.Shared.Utility;
using YamlDotNet.RepresentationModel;
using Content.Shared.GameObjects;
namespace Content.Server.GameObjects
{
/// <summary>
/// Handles changing temperature,
/// informing others of the current temperature,
/// and taking fire damage from high temperature.
/// </summary>
public class TemperatureComponent : Component, ITemperatureComponent
{
/// <inheritdoc />
public override string Name => "Temperature";
/// <inheritdoc />
public override uint? NetID => ContentNetIDs.TEMPERATURE;
//TODO: should be programmatic instead of how it currently is
public float CurrentTemperature { get; private set; } = PhysicalConstants.ZERO_CELCIUS;
float _fireDamageThreshold = 0;
float _fireDamageCoefficient = 1;
float _secondsSinceLastDamageUpdate = 0;
/// <inheritdoc />
public override void LoadParameters(YamlMappingNode mapping)
{
YamlNode node;
if (mapping.TryGetNode("firedamagethreshold", out node))
{
_fireDamageThreshold = node.AsFloat();
}
if (mapping.TryGetNode("firedamagecoefficient", out node))
{
_fireDamageCoefficient = node.AsFloat();
}
}
/// <inheritdoc />
public override void Update(float frameTime)
{
base.Update(frameTime);
int fireDamage = (int)Math.Floor(Math.Max(0, CurrentTemperature - _fireDamageThreshold) / _fireDamageCoefficient);
_secondsSinceLastDamageUpdate += frameTime;
Owner.TryGetComponent<DamageableComponent>(out DamageableComponent component);
while (_secondsSinceLastDamageUpdate >= 1)
{
component?.TakeDamage(DamageType.Heat, fireDamage);
_secondsSinceLastDamageUpdate -= 1;
}
}
}
}