diff --git a/Content.Server/Atmos/EntitySystems/BarotraumaSystem.cs b/Content.Server/Atmos/EntitySystems/BarotraumaSystem.cs index fc77a1c8d94..d55ef355f02 100644 --- a/Content.Server/Atmos/EntitySystems/BarotraumaSystem.cs +++ b/Content.Server/Atmos/EntitySystems/BarotraumaSystem.cs @@ -153,9 +153,6 @@ public float GetFeltLowPressure(EntityUid uid, BarotraumaComponent barotrauma, f return Math.Min(modified, Atmospherics.OneAtmosphere); } - /// - /// Returns adjusted pressure after having applied resistances from equipment and innate (if any), to check against a high pressure hazard threshold - /// public float GetFeltHighPressure(EntityUid uid, BarotraumaComponent barotrauma, float environmentPressure) { if (barotrauma.HasImmunity) @@ -226,69 +223,59 @@ public override void Update(float frameTime) pressure = MathF.Max(mixture.Pressure, 1f); } - switch (pressure) + pressure = pressure switch { - // Low pressure. - case <= Atmospherics.WarningLowPressure: - pressure = GetFeltLowPressure(uid, barotrauma, pressure); - - if (pressure > Atmospherics.WarningLowPressure) - goto default; + // 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"); + } - // 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); + _alertsSystem.ShowAlert(uid, AlertType.LowPressure, 2); + } + else if (pressure >= Atmospherics.HazardHighPressure) + { + var damageScale = MathF.Min(((pressure / Atmospherics.HazardHighPressure) - 1) * Atmospherics.PressureDamageCoefficient, Atmospherics.MaxHighPressureDamage); - if (!barotrauma.TakingDamage) - { - barotrauma.TakingDamage = true; - _adminLogger.Add(LogType.Barotrauma, $"{ToPrettyString(uid):entity} started taking low pressure damage"); - } + _damageableSystem.TryChangeDamage(uid, barotrauma.Damage * damageScale, true, false); - if (pressure <= Atmospherics.HazardLowPressure) - { - _alertsSystem.ShowAlert(uid, AlertType.LowPressure, 2); + _alertsSystem.ShowAlert(uid, AlertType.HighPressure, 2); + } + else + { + // Within safe pressure limits + if (barotrauma.TakingDamage) + { + barotrauma.TakingDamage = false; + _adminLogger.Add(LogType.Barotrauma, $"{ToPrettyString(uid):entity} stopped taking pressure damage"); + } + if (!barotrauma.TakingDamage) + { + barotrauma.TakingDamage = true; + _adminLogger.Add(LogType.Barotrauma, $"{ToPrettyString(uid):entity} started taking high pressure damage"); + } + // Set correct alert. + switch (pressure) + { + case <= Atmospherics.WarningLowPressure: + _alertsSystem.ShowAlert(uid, AlertType.LowPressure, 1); break; - } - - _alertsSystem.ShowAlert(uid, AlertType.LowPressure, 1); - break; - - // High pressure. - case >= Atmospherics.WarningHighPressure: - 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(uid, barotrauma.Damage * damageScale, true, false); - - if (!barotrauma.TakingDamage) - { - barotrauma.TakingDamage = true; - _adminLogger.Add(LogType.Barotrauma, $"{ToPrettyString(uid):entity} started taking high pressure damage"); - } - - if (pressure >= Atmospherics.HazardHighPressure) - { - _alertsSystem.ShowAlert(uid, AlertType.HighPressure, 2); + case >= Atmospherics.WarningHighPressure: + _alertsSystem.ShowAlert(uid, AlertType.HighPressure, 1); break; - } - - _alertsSystem.ShowAlert(uid, AlertType.HighPressure, 1); - break; - - // Normal pressure. - default: - if (barotrauma.TakingDamage) - { - barotrauma.TakingDamage = false; - _adminLogger.Add(LogType.Barotrauma, $"{ToPrettyString(uid):entity} stopped taking pressure damage"); - } - _alertsSystem.ClearAlertCategory(uid, AlertCategory.Pressure); - break; + default: + _alertsSystem.ClearAlertCategory(uid, AlertCategory.Pressure); + break; + } } } } diff --git a/Content.Shared/Atmos/Atmospherics.cs b/Content.Shared/Atmos/Atmospherics.cs index 6a8587ca239..78b692d52de 100644 --- a/Content.Shared/Atmos/Atmospherics.cs +++ b/Content.Shared/Atmos/Atmospherics.cs @@ -271,7 +271,7 @@ public static class Atmospherics public const float HazardLowPressure = 20f; /// - /// The amount of pressure damage someone takes is equal to (pressure / HAZARD_HIGH_PRESSURE)*PRESSURE_DAMAGE_COEFFICIENT, + /// /// The amount of pressure damage someone takes is equal to ((pressure / HAZARD_HIGH_PRESSURE) - 1)*PRESSURE_DAMAGE_COEFFICIENT /// with the maximum of MaxHighPressureDamage. /// public const float PressureDamageCoefficient = 4; diff --git a/Resources/Prototypes/Atmospherics/thresholds.yml b/Resources/Prototypes/Atmospherics/thresholds.yml index 9b09d64a10c..22ca42869ed 100644 --- a/Resources/Prototypes/Atmospherics/thresholds.yml +++ b/Resources/Prototypes/Atmospherics/thresholds.yml @@ -12,13 +12,14 @@ - type: alarmThreshold id: stationPressure upperBound: !type:AlarmThresholdSetting - threshold: 550 # as defined in Atmospherics.cs + threshold: 550 # HazardHighPressure from Atmospherics.cs lowerBound: !type:AlarmThresholdSetting - threshold: 20 # as defined in Atmospherics.cs + # Actual low pressure damage threshold is at 20 kPa, but below ~85 kPa you can't breathe due to lack of oxygen. + threshold: 20 upperWarnAround: !type:AlarmThresholdSetting - threshold: 0.7 + threshold: 0.7 # 385 kPa, WarningHighPressure from Atmospherics.cs lowerWarnAround: !type:AlarmThresholdSetting - threshold: 2.5 + threshold: 1.05 # ~90 kPa # a reminder that all of these are percentages (where 1 is 100%), # so 0.01 is 1%,