Body code cleanup (#24946)
* Fix test * Kill float accumulators * Use entity proxy methods * DataField auto name generation where possible * Kill comp properties * Clean up server comps * Make events record structs * Clean up shared body code * Clean up server body code * Rename organ events to be same names as in med refactor
This commit is contained in:
@@ -34,7 +34,6 @@ namespace Content.Server.Body.Commands
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switch (args.Length)
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{
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case 0:
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{
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if (player == null)
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{
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shell.WriteLine("Only a player can run this command without arguments.");
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@@ -50,71 +49,68 @@ namespace Content.Server.Body.Commands
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entity = player.AttachedEntity.Value;
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hand = _entManager.SpawnEntity(DefaultHandPrototype, _entManager.GetComponent<TransformComponent>(entity).Coordinates);
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break;
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}
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case 1:
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{
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if (NetEntity.TryParse(args[0], out var uidNet) && _entManager.TryGetEntity(uidNet, out var uid))
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{
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if (NetEntity.TryParse(args[0], out var uidNet) && _entManager.TryGetEntity(uidNet, out var uid))
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{
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if (!_entManager.EntityExists(uid))
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{
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shell.WriteLine($"No entity found with uid {uid}");
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return;
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}
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entity = uid.Value;
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hand = _entManager.SpawnEntity(DefaultHandPrototype, _entManager.GetComponent<TransformComponent>(entity).Coordinates);
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}
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else
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{
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if (player == null)
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{
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shell.WriteLine("You must specify an entity to add a hand to when using this command from the server terminal.");
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return;
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}
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if (player.AttachedEntity == null)
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{
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shell.WriteLine("You don't have an entity to add a hand to.");
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return;
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}
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entity = player.AttachedEntity.Value;
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hand = _entManager.SpawnEntity(args[0], _entManager.GetComponent<TransformComponent>(entity).Coordinates);
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}
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break;
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}
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case 2:
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{
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if (!NetEntity.TryParse(args[0], out var netEnt) || !_entManager.TryGetEntity(netEnt, out var uid))
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{
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shell.WriteLine($"{args[0]} is not a valid entity uid.");
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return;
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}
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if (!_entManager.EntityExists(uid))
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{
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shell.WriteLine($"No entity found with uid {uid}");
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shell.WriteLine($"No entity exists with uid {uid}.");
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return;
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}
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entity = uid.Value;
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hand = _entManager.SpawnEntity(DefaultHandPrototype, _entManager.GetComponent<TransformComponent>(entity).Coordinates);
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}
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else
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{
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if (player == null)
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if (!_protoManager.HasIndex<EntityPrototype>(args[1]))
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{
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shell.WriteLine("You must specify an entity to add a hand to when using this command from the server terminal.");
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shell.WriteLine($"No hand entity exists with id {args[1]}.");
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return;
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}
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if (player.AttachedEntity == null)
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{
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shell.WriteLine("You don't have an entity to add a hand to.");
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return;
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}
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hand = _entManager.SpawnEntity(args[1], _entManager.GetComponent<TransformComponent>(entity).Coordinates);
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entity = player.AttachedEntity.Value;
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hand = _entManager.SpawnEntity(args[0], _entManager.GetComponent<TransformComponent>(entity).Coordinates);
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break;
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}
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break;
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}
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case 2:
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{
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if (!NetEntity.TryParse(args[0], out var netEnt) || !_entManager.TryGetEntity(netEnt, out var uid))
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{
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shell.WriteLine($"{args[0]} is not a valid entity uid.");
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return;
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}
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if (!_entManager.EntityExists(uid))
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{
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shell.WriteLine($"No entity exists with uid {uid}.");
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return;
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}
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entity = uid.Value;
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if (!_protoManager.HasIndex<EntityPrototype>(args[1]))
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{
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shell.WriteLine($"No hand entity exists with id {args[1]}.");
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return;
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}
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hand = _entManager.SpawnEntity(args[1], _entManager.GetComponent<TransformComponent>(entity).Coordinates);
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break;
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}
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default:
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{
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shell.WriteLine(Help);
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return;
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}
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}
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if (!_entManager.TryGetComponent(entity, out BodyComponent? body) || body.RootContainer.ContainedEntity == null)
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@@ -139,7 +135,7 @@ namespace Content.Server.Body.Commands
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var slotId = part.GetHashCode().ToString();
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if (!bodySystem.TryCreatePartSlotAndAttach(attachAt.Id, slotId, hand, BodyPartType.Hand,attachAt.Component, part))
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if (!bodySystem.TryCreatePartSlotAndAttach(attachAt.Id, slotId, hand, BodyPartType.Hand, attachAt.Component, part))
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{
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shell.WriteError($"Couldn't create a slot with id {slotId} on entity {_entManager.ToPrettyString(entity)}");
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return;
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@@ -103,11 +103,11 @@ namespace Content.Server.Body.Commands
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// ReSharper disable once ConditionIsAlwaysTrueOrFalseAccordingToNullableAPIContract
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if (body.RootContainer.ContainedEntity != null)
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{
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bodySystem.AttachPartToRoot(bodyId,partUid.Value, body ,part);
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bodySystem.AttachPartToRoot(bodyId, partUid.Value, body, part);
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}
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else
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{
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var (rootPartId,rootPart) = bodySystem.GetRootPartOrNull(bodyId, body)!.Value;
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var (rootPartId, rootPart) = bodySystem.GetRootPartOrNull(bodyId, body)!.Value;
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if (!bodySystem.TryCreatePartSlotAndAttach(rootPartId, slotId, partUid.Value, part.PartType, rootPart, part))
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{
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shell.WriteError($"Could not create slot {slotId} on entity {_entManager.ToPrettyString(bodyId)}");
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@@ -1,11 +1,7 @@
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namespace Content.Server.Body.Components;
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public sealed class BeingGibbedEvent : EntityEventArgs
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{
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public readonly HashSet<EntityUid> GibbedParts;
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public BeingGibbedEvent(HashSet<EntityUid> gibbedParts)
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{
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GibbedParts = gibbedParts;
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}
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}
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/// <summary>
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/// Raised when a body gets gibbed, before it is deleted.
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/// </summary>
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[ByRefEvent]
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public readonly record struct BeingGibbedEvent(HashSet<EntityUid> GibbedParts);
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@@ -1,11 +1,13 @@
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using Content.Server.Body.Systems;
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using Content.Server.Chemistry.EntitySystems;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.FixedPoint;
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using Robust.Shared.Audio;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Server.Body.Components
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{
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@@ -16,7 +18,17 @@ namespace Content.Server.Body.Components
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public static string DefaultBloodSolutionName = "bloodstream";
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public static string DefaultBloodTemporarySolutionName = "bloodstreamTemporary";
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public float AccumulatedFrametime = 0.0f;
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/// <summary>
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/// The next time that blood level will be updated and bloodloss damage dealt.
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
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public TimeSpan NextUpdate;
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/// <summary>
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/// The interval at which this component updates.
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/// </summary>
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[DataField]
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public TimeSpan UpdateInterval = TimeSpan.FromSeconds(3);
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/// <summary>
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/// How much is this entity currently bleeding?
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@@ -32,7 +44,7 @@ namespace Content.Server.Body.Components
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public float BleedAmount;
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/// <summary>
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/// How much should bleeding should be reduced every update interval?
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/// How much should bleeding be reduced every update interval?
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/// </summary>
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[DataField]
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public float BleedReductionAmount = 0.33f;
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@@ -63,18 +75,12 @@ namespace Content.Server.Body.Components
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[DataField(required: true)]
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public DamageSpecifier BloodlossHealDamage = new();
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/// <summary>
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/// How frequently should this bloodstream update, in seconds?
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/// </summary>
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[DataField]
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public float UpdateInterval = 3.0f;
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// TODO shouldn't be hardcoded, should just use some organ simulation like bone marrow or smth.
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/// <summary>
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/// How much reagent of blood should be restored each update interval?
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/// </summary>
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[DataField]
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public float BloodRefreshAmount = 1.0f;
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public FixedPoint2 BloodRefreshAmount = 1.0f;
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/// <summary>
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/// How much blood needs to be in the temporary solution in order to create a puddle?
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@@ -89,8 +95,8 @@ namespace Content.Server.Body.Components
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/// <remarks>
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/// For example, piercing damage is increased while poison damage is nullified entirely.
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/// </remarks>
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[DataField(customTypeSerializer:typeof(PrototypeIdSerializer<DamageModifierSetPrototype>))]
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public string DamageBleedModifiers = "BloodlossHuman";
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[DataField]
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public ProtoId<DamageModifierSetPrototype> DamageBleedModifiers = "BloodlossHuman";
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/// <summary>
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/// The sound to be played when a weapon instantly deals blood loss damage.
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@@ -126,7 +132,7 @@ namespace Content.Server.Body.Components
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/// Slime-people might use slime as their blood or something like that.
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/// </remarks>
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[DataField]
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public string BloodReagent = "Blood";
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public ProtoId<ReagentPrototype> BloodReagent = "Blood";
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/// <summary>Name/Key that <see cref="BloodSolution"/> is indexed by.</summary>
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[DataField]
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@@ -164,6 +170,6 @@ namespace Content.Server.Body.Components
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/// Variable that stores the amount of status time added by having a low blood level.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public float StatusTime;
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public TimeSpan StatusTime;
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}
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}
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@@ -1,4 +1,3 @@
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using System.Threading;
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namespace Content.Server.Body.Components
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{
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/// <summary>
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@@ -7,14 +6,17 @@ namespace Content.Server.Body.Components
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[RegisterComponent]
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public sealed partial class InternalsComponent : Component
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{
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[ViewVariables] public EntityUid? GasTankEntity { get; set; }
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[ViewVariables] public EntityUid? BreathToolEntity { get; set; }
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[ViewVariables]
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public EntityUid? GasTankEntity;
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[ViewVariables]
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public EntityUid? BreathToolEntity;
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/// <summary>
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/// Toggle Internals delay (seconds) when the target is not you.
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/// Toggle Internals delay when the target is not you.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("delay")]
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public float Delay = 3;
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[DataField]
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public TimeSpan Delay = TimeSpan.FromSeconds(3);
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}
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}
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@@ -1,4 +1,4 @@
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using Content.Server.Atmos;
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using Content.Server.Atmos;
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using Content.Server.Body.Systems;
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using Content.Shared.Alert;
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using Content.Shared.Atmos;
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@@ -11,7 +11,7 @@ public sealed partial class LungComponent : Component
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{
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[DataField]
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[Access(typeof(LungSystem), Other = AccessPermissions.ReadExecute)] // FIXME Friends
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public GasMixture Air { get; set; } = new()
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public GasMixture Air = new()
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{
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Volume = 6,
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Temperature = Atmospherics.NormalBodyTemperature
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@@ -1,8 +1,8 @@
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using Content.Server.Body.Systems;
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using Content.Server.Body.Systems;
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using Content.Shared.Body.Prototypes;
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using Content.Shared.FixedPoint;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Set;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Server.Body.Components
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{
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@@ -12,20 +12,24 @@ namespace Content.Server.Body.Components
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[RegisterComponent, Access(typeof(MetabolizerSystem))]
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public sealed partial class MetabolizerComponent : Component
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{
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public float AccumulatedFrametime = 0.0f;
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/// <summary>
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/// The next time that reagents will be metabolized.
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
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public TimeSpan NextUpdate;
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/// <summary>
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/// How often to metabolize reagents, in seconds.
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/// How often to metabolize reagents.
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/// </summary>
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/// <returns></returns>
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[DataField]
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public float UpdateFrequency = 1.0f;
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public TimeSpan UpdateInterval = TimeSpan.FromSeconds(1);
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/// <summary>
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/// From which solution will this metabolizer attempt to metabolize chemicals
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/// </summary>
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[DataField("solution")]
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public string SolutionName { get; set; } = BloodstreamComponent.DefaultChemicalsSolutionName;
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public string SolutionName = BloodstreamComponent.DefaultChemicalsSolutionName;
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|
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/// <summary>
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/// Does this component use a solution on it's parent entity (the body) or itself
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@@ -39,9 +43,9 @@ namespace Content.Server.Body.Components
|
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/// <summary>
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/// List of metabolizer types that this organ is. ex. Human, Slime, Felinid, w/e.
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/// </summary>
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[DataField(customTypeSerializer:typeof(PrototypeIdHashSetSerializer<MetabolizerTypePrototype>))]
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[DataField]
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[Access(typeof(MetabolizerSystem), Other = AccessPermissions.ReadExecute)] // FIXME Friends
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public HashSet<string>? MetabolizerTypes = null;
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public HashSet<ProtoId<MetabolizerTypePrototype>>? MetabolizerTypes = null;
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|
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/// <summary>
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/// Should this metabolizer remove chemicals that have no metabolisms defined?
|
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@@ -72,8 +76,8 @@ namespace Content.Server.Body.Components
|
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[DataDefinition]
|
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public sealed partial class MetabolismGroupEntry
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{
|
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[DataField(required: true, customTypeSerializer:typeof(PrototypeIdSerializer<MetabolismGroupPrototype>))]
|
||||
public string Id = default!;
|
||||
[DataField(required: true)]
|
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public ProtoId<MetabolismGroupPrototype> Id = default!;
|
||||
|
||||
[DataField("rateModifier")]
|
||||
public FixedPoint2 MetabolismRateModifier = 1.0;
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using Content.Server.Body.Systems;
|
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using Content.Shared.Damage;
|
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
|
||||
|
||||
namespace Content.Server.Body.Components
|
||||
{
|
||||
@@ -7,36 +8,49 @@ namespace Content.Server.Body.Components
|
||||
public sealed partial class RespiratorComponent : Component
|
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{
|
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/// <summary>
|
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/// Saturation level. Reduced by CycleDelay each tick.
|
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/// The next time that this body will inhale or exhale.
|
||||
/// </summary>
|
||||
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
|
||||
public TimeSpan NextUpdate;
|
||||
|
||||
/// <summary>
|
||||
/// The interval between updates. Each update is either inhale or exhale,
|
||||
/// so a full cycle takes twice as long.
|
||||
/// </summary>
|
||||
[DataField]
|
||||
public TimeSpan UpdateInterval = TimeSpan.FromSeconds(2);
|
||||
|
||||
/// <summary>
|
||||
/// Saturation level. Reduced by UpdateInterval each tick.
|
||||
/// Can be thought of as 'how many seconds you have until you start suffocating' in this configuration.
|
||||
/// </summary>
|
||||
[DataField("saturation")]
|
||||
[DataField]
|
||||
public float Saturation = 5.0f;
|
||||
|
||||
/// <summary>
|
||||
/// At what level of saturation will you begin to suffocate?
|
||||
/// </summary>
|
||||
[DataField("suffocationThreshold")]
|
||||
[DataField]
|
||||
public float SuffocationThreshold;
|
||||
|
||||
[DataField("maxSaturation")]
|
||||
[DataField]
|
||||
public float MaxSaturation = 5.0f;
|
||||
|
||||
[DataField("minSaturation")]
|
||||
[DataField]
|
||||
public float MinSaturation = -2.0f;
|
||||
|
||||
// TODO HYPEROXIA?
|
||||
|
||||
[DataField("damage", required: true)]
|
||||
[DataField(required: true)]
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public DamageSpecifier Damage = default!;
|
||||
|
||||
[DataField("damageRecovery", required: true)]
|
||||
[DataField(required: true)]
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public DamageSpecifier DamageRecovery = default!;
|
||||
|
||||
[DataField("gaspPopupCooldown")]
|
||||
public TimeSpan GaspPopupCooldown { get; private set; } = TimeSpan.FromSeconds(8);
|
||||
[DataField]
|
||||
public TimeSpan GaspPopupCooldown = TimeSpan.FromSeconds(8);
|
||||
|
||||
[ViewVariables]
|
||||
public TimeSpan LastGaspPopupTime;
|
||||
@@ -55,11 +69,6 @@ namespace Content.Server.Body.Components
|
||||
|
||||
[ViewVariables]
|
||||
public RespiratorStatus Status = RespiratorStatus.Inhaling;
|
||||
|
||||
[DataField("cycleDelay")]
|
||||
public float CycleDelay = 2.0f;
|
||||
|
||||
public float AccumulatedFrametime;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,21 +1,26 @@
|
||||
using Content.Server.Body.Systems;
|
||||
using Content.Server.Body.Systems;
|
||||
using Content.Server.Nutrition.EntitySystems;
|
||||
using Content.Shared.Chemistry.Components;
|
||||
using Content.Shared.Chemistry.Reagent;
|
||||
using Content.Shared.Whitelist;
|
||||
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
|
||||
|
||||
namespace Content.Server.Body.Components
|
||||
{
|
||||
[RegisterComponent, Access(typeof(StomachSystem), typeof(FoodSystem))]
|
||||
public sealed partial class StomachComponent : Component
|
||||
{
|
||||
public float AccumulatedFrameTime;
|
||||
/// <summary>
|
||||
/// The next time that the stomach will try to digest its contents.
|
||||
/// </summary>
|
||||
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
|
||||
public TimeSpan NextUpdate;
|
||||
|
||||
/// <summary>
|
||||
/// How fast should this component update, in seconds?
|
||||
/// The interval at which this stomach digests its contents.
|
||||
/// </summary>
|
||||
[DataField]
|
||||
public float UpdateInterval = 1.0f;
|
||||
public TimeSpan UpdateInterval = TimeSpan.FromSeconds(1);
|
||||
|
||||
/// <summary>
|
||||
/// The solution inside of this stomach this transfers reagents to the body.
|
||||
@@ -30,11 +35,11 @@ namespace Content.Server.Body.Components
|
||||
public string BodySolutionName = BloodstreamComponent.DefaultChemicalsSolutionName;
|
||||
|
||||
/// <summary>
|
||||
/// Time in seconds between reagents being ingested and them being
|
||||
/// Time between reagents being ingested and them being
|
||||
/// transferred to <see cref="BloodstreamComponent"/>
|
||||
/// </summary>
|
||||
[DataField]
|
||||
public float DigestionDelay = 20;
|
||||
public TimeSpan DigestionDelay = TimeSpan.FromSeconds(20);
|
||||
|
||||
/// <summary>
|
||||
/// A whitelist for what special-digestible-required foods this stomach is capable of eating.
|
||||
@@ -54,15 +59,15 @@ namespace Content.Server.Body.Components
|
||||
public sealed class ReagentDelta
|
||||
{
|
||||
public readonly ReagentQuantity ReagentQuantity;
|
||||
public float Lifetime { get; private set; }
|
||||
public TimeSpan Lifetime { get; private set; }
|
||||
|
||||
public ReagentDelta(ReagentQuantity reagentQuantity)
|
||||
{
|
||||
ReagentQuantity = reagentQuantity;
|
||||
Lifetime = 0.0f;
|
||||
Lifetime = TimeSpan.Zero;
|
||||
}
|
||||
|
||||
public void Increment(float delta) => Lifetime += delta;
|
||||
public void Increment(TimeSpan delta) => Lifetime += delta;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using Content.Server.Body.Systems;
|
||||
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
|
||||
|
||||
namespace Content.Server.Body.Components;
|
||||
|
||||
@@ -6,48 +7,58 @@ namespace Content.Server.Body.Components;
|
||||
[Access(typeof(ThermalRegulatorSystem))]
|
||||
public sealed partial class ThermalRegulatorComponent : Component
|
||||
{
|
||||
/// <summary>
|
||||
/// The next time that the body will regulate its heat.
|
||||
/// </summary>
|
||||
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
|
||||
public TimeSpan NextUpdate;
|
||||
|
||||
/// <summary>
|
||||
/// The interval at which thermal regulation is processed.
|
||||
/// </summary>
|
||||
[DataField]
|
||||
public TimeSpan UpdateInterval = TimeSpan.FromSeconds(1);
|
||||
|
||||
/// <summary>
|
||||
/// Heat generated due to metabolism. It's generated via metabolism
|
||||
/// </summary>
|
||||
[DataField("metabolismHeat")]
|
||||
public float MetabolismHeat { get; private set; }
|
||||
[DataField]
|
||||
public float MetabolismHeat;
|
||||
|
||||
/// <summary>
|
||||
/// Heat output via radiation.
|
||||
/// </summary>
|
||||
[DataField("radiatedHeat")]
|
||||
public float RadiatedHeat { get; private set; }
|
||||
[DataField]
|
||||
public float RadiatedHeat;
|
||||
|
||||
/// <summary>
|
||||
/// Maximum heat regulated via sweat
|
||||
/// </summary>
|
||||
[DataField("sweatHeatRegulation")]
|
||||
public float SweatHeatRegulation { get; private set; }
|
||||
[DataField]
|
||||
public float SweatHeatRegulation;
|
||||
|
||||
/// <summary>
|
||||
/// Maximum heat regulated via shivering
|
||||
/// </summary>
|
||||
[DataField("shiveringHeatRegulation")]
|
||||
public float ShiveringHeatRegulation { get; private set; }
|
||||
[DataField]
|
||||
public float ShiveringHeatRegulation;
|
||||
|
||||
/// <summary>
|
||||
/// Amount of heat regulation that represents thermal regulation processes not
|
||||
/// explicitly coded.
|
||||
/// </summary>
|
||||
[DataField("implicitHeatRegulation")]
|
||||
public float ImplicitHeatRegulation { get; private set; }
|
||||
[DataField]
|
||||
public float ImplicitHeatRegulation;
|
||||
|
||||
/// <summary>
|
||||
/// Normal body temperature
|
||||
/// </summary>
|
||||
[DataField("normalBodyTemperature")]
|
||||
public float NormalBodyTemperature { get; private set; }
|
||||
[DataField]
|
||||
public float NormalBodyTemperature;
|
||||
|
||||
/// <summary>
|
||||
/// Deviation from normal temperature for body to start thermal regulation
|
||||
/// </summary>
|
||||
[DataField("thermalRegulationTemperatureThreshold")]
|
||||
public float ThermalRegulationTemperatureThreshold { get; private set; }
|
||||
|
||||
public float AccumulatedFrametime;
|
||||
[DataField]
|
||||
public float ThermalRegulationTemperatureThreshold;
|
||||
}
|
||||
|
||||
@@ -13,7 +13,6 @@ using Content.Shared.Damage;
|
||||
using Content.Shared.Damage.Prototypes;
|
||||
using Content.Shared.Drunk;
|
||||
using Content.Shared.FixedPoint;
|
||||
using Content.Shared.IdentityManagement;
|
||||
using Content.Shared.Mobs.Systems;
|
||||
using Content.Shared.Popups;
|
||||
using Content.Shared.Rejuvenate;
|
||||
@@ -21,11 +20,13 @@ using Content.Shared.Speech.EntitySystems;
|
||||
using Robust.Server.Audio;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Random;
|
||||
using Robust.Shared.Timing;
|
||||
|
||||
namespace Content.Server.Body.Systems;
|
||||
|
||||
public sealed class BloodstreamSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly IGameTiming _gameTiming = default!;
|
||||
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
|
||||
[Dependency] private readonly IRobustRandom _robustRandom = default!;
|
||||
[Dependency] private readonly AudioSystem _audio = default!;
|
||||
@@ -44,6 +45,8 @@ public sealed class BloodstreamSystem : EntitySystem
|
||||
base.Initialize();
|
||||
|
||||
SubscribeLocalEvent<BloodstreamComponent, ComponentInit>(OnComponentInit);
|
||||
SubscribeLocalEvent<BloodstreamComponent, MapInitEvent>(OnMapInit);
|
||||
SubscribeLocalEvent<BloodstreamComponent, EntityUnpausedEvent>(OnUnpaused);
|
||||
SubscribeLocalEvent<BloodstreamComponent, DamageChangedEvent>(OnDamageChanged);
|
||||
SubscribeLocalEvent<BloodstreamComponent, HealthBeingExaminedEvent>(OnHealthBeingExamined);
|
||||
SubscribeLocalEvent<BloodstreamComponent, BeingGibbedEvent>(OnBeingGibbed);
|
||||
@@ -53,6 +56,16 @@ public sealed class BloodstreamSystem : EntitySystem
|
||||
SubscribeLocalEvent<BloodstreamComponent, RejuvenateEvent>(OnRejuvenate);
|
||||
}
|
||||
|
||||
private void OnMapInit(Entity<BloodstreamComponent> ent, ref MapInitEvent args)
|
||||
{
|
||||
ent.Comp.NextUpdate = _gameTiming.CurTime + ent.Comp.UpdateInterval;
|
||||
}
|
||||
|
||||
private void OnUnpaused(Entity<BloodstreamComponent> ent, ref EntityUnpausedEvent args)
|
||||
{
|
||||
ent.Comp.NextUpdate += args.PausedTime;
|
||||
}
|
||||
|
||||
private void OnReactionAttempt(Entity<BloodstreamComponent> entity, ref ReactionAttemptEvent args)
|
||||
{
|
||||
if (args.Cancelled)
|
||||
@@ -83,7 +96,9 @@ public sealed class BloodstreamSystem : EntitySystem
|
||||
if (args.Name != entity.Comp.BloodSolutionName
|
||||
&& args.Name != entity.Comp.ChemicalSolutionName
|
||||
&& args.Name != entity.Comp.BloodTemporarySolutionName)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
OnReactionAttempt(entity, ref args.Event);
|
||||
}
|
||||
@@ -95,12 +110,10 @@ public sealed class BloodstreamSystem : EntitySystem
|
||||
var query = EntityQueryEnumerator<BloodstreamComponent>();
|
||||
while (query.MoveNext(out var uid, out var bloodstream))
|
||||
{
|
||||
bloodstream.AccumulatedFrametime += frameTime;
|
||||
|
||||
if (bloodstream.AccumulatedFrametime < bloodstream.UpdateInterval)
|
||||
if (_gameTiming.CurTime < bloodstream.NextUpdate)
|
||||
continue;
|
||||
|
||||
bloodstream.AccumulatedFrametime -= bloodstream.UpdateInterval;
|
||||
bloodstream.NextUpdate += bloodstream.UpdateInterval;
|
||||
|
||||
if (!_solutionContainerSystem.ResolveSolution(uid, bloodstream.BloodSolutionName, ref bloodstream.BloodSolution, out var bloodSolution))
|
||||
continue;
|
||||
@@ -128,13 +141,17 @@ public sealed class BloodstreamSystem : EntitySystem
|
||||
// bloodloss damage is based on the base value, and modified by how low your blood level is.
|
||||
var amt = bloodstream.BloodlossDamage / (0.1f + bloodPercentage);
|
||||
|
||||
_damageableSystem.TryChangeDamage(uid, amt, false, false);
|
||||
_damageableSystem.TryChangeDamage(uid, amt,
|
||||
ignoreResistances: false, interruptsDoAfters: false);
|
||||
|
||||
// Apply dizziness as a symptom of bloodloss.
|
||||
// The effect is applied in a way that it will never be cleared without being healthy.
|
||||
// Multiplying by 2 is arbitrary but works for this case, it just prevents the time from running out
|
||||
_drunkSystem.TryApplyDrunkenness(uid, bloodstream.UpdateInterval*2, false);
|
||||
_stutteringSystem.DoStutter(uid, TimeSpan.FromSeconds(bloodstream.UpdateInterval*2), false);
|
||||
_drunkSystem.TryApplyDrunkenness(
|
||||
uid,
|
||||
(float) bloodstream.UpdateInterval.TotalSeconds * 2,
|
||||
applySlur: false);
|
||||
_stutteringSystem.DoStutter(uid, bloodstream.UpdateInterval * 2, refresh: false);
|
||||
|
||||
// storing the drunk and stutter time so we can remove it independently from other effects additions
|
||||
bloodstream.StatusTime += bloodstream.UpdateInterval * 2;
|
||||
@@ -142,13 +159,16 @@ public sealed class BloodstreamSystem : EntitySystem
|
||||
else if (!_mobStateSystem.IsDead(uid))
|
||||
{
|
||||
// If they're healthy, we'll try and heal some bloodloss instead.
|
||||
_damageableSystem.TryChangeDamage(uid, bloodstream.BloodlossHealDamage * bloodPercentage, true, false);
|
||||
_damageableSystem.TryChangeDamage(
|
||||
uid,
|
||||
bloodstream.BloodlossHealDamage * bloodPercentage,
|
||||
ignoreResistances: true, interruptsDoAfters: false);
|
||||
|
||||
// Remove the drunk effect when healthy. Should only remove the amount of drunk and stutter added by low blood level
|
||||
_drunkSystem.TryRemoveDrunkenessTime(uid, bloodstream.StatusTime);
|
||||
_stutteringSystem.DoRemoveStutterTime(uid, bloodstream.StatusTime);
|
||||
_drunkSystem.TryRemoveDrunkenessTime(uid, bloodstream.StatusTime.TotalSeconds);
|
||||
_stutteringSystem.DoRemoveStutterTime(uid, bloodstream.StatusTime.TotalSeconds);
|
||||
// Reset the drunk and stutter time to zero
|
||||
bloodstream.StatusTime = 0;
|
||||
bloodstream.StatusTime = TimeSpan.Zero;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -167,17 +187,15 @@ public sealed class BloodstreamSystem : EntitySystem
|
||||
bloodSolution.AddReagent(entity.Comp.BloodReagent, entity.Comp.BloodMaxVolume - bloodSolution.Volume);
|
||||
}
|
||||
|
||||
private void OnDamageChanged(EntityUid uid, BloodstreamComponent component, DamageChangedEvent args)
|
||||
private void OnDamageChanged(Entity<BloodstreamComponent> ent, ref DamageChangedEvent args)
|
||||
{
|
||||
if (args.DamageDelta is null)
|
||||
return;
|
||||
|
||||
// definitely don't make them bleed if they got healed
|
||||
if (!args.DamageIncreased)
|
||||
if (args.DamageDelta is null || !args.DamageIncreased)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// TODO probably cache this or something. humans get hurt a lot
|
||||
if (!_prototypeManager.TryIndex<DamageModifierSetPrototype>(component.DamageBleedModifiers, out var modifiers))
|
||||
if (!_prototypeManager.TryIndex<DamageModifierSetPrototype>(ent.Comp.DamageBleedModifiers, out var modifiers))
|
||||
return;
|
||||
|
||||
var bloodloss = DamageSpecifier.ApplyModifierSet(args.DamageDelta, modifiers);
|
||||
@@ -186,10 +204,10 @@ public sealed class BloodstreamSystem : EntitySystem
|
||||
return;
|
||||
|
||||
// Does the calculation of how much bleed rate should be added/removed, then applies it
|
||||
var oldBleedAmount = component.BleedAmount;
|
||||
var oldBleedAmount = ent.Comp.BleedAmount;
|
||||
var total = bloodloss.GetTotal();
|
||||
var totalFloat = total.Float();
|
||||
TryModifyBleedAmount(uid, totalFloat, component);
|
||||
TryModifyBleedAmount(ent, totalFloat, ent);
|
||||
|
||||
/// <summary>
|
||||
/// Critical hit. Causes target to lose blood, using the bleed rate modifier of the weapon, currently divided by 5
|
||||
@@ -199,8 +217,8 @@ public sealed class BloodstreamSystem : EntitySystem
|
||||
var prob = Math.Clamp(totalFloat / 25, 0, 1);
|
||||
if (totalFloat > 0 && _robustRandom.Prob(prob))
|
||||
{
|
||||
TryModifyBloodLevel(uid, (-total) / 5, component);
|
||||
_audio.PlayPvs(component.InstantBloodSound, uid);
|
||||
TryModifyBloodLevel(ent, (-total) / 5, ent);
|
||||
_audio.PlayPvs(ent.Comp.InstantBloodSound, ent);
|
||||
}
|
||||
|
||||
// Heat damage will cauterize, causing the bleed rate to be reduced.
|
||||
@@ -210,53 +228,52 @@ public sealed class BloodstreamSystem : EntitySystem
|
||||
// because it's burn damage that cauterized their wounds.
|
||||
|
||||
// We'll play a special sound and popup for feedback.
|
||||
_audio.PlayPvs(component.BloodHealedSound, uid);
|
||||
_popupSystem.PopupEntity(Loc.GetString("bloodstream-component-wounds-cauterized"), uid,
|
||||
uid, PopupType.Medium);
|
||||
_audio.PlayPvs(ent.Comp.BloodHealedSound, ent);
|
||||
_popupSystem.PopupEntity(Loc.GetString("bloodstream-component-wounds-cauterized"), ent,
|
||||
ent, PopupType.Medium);
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// Shows text on health examine, based on bleed rate and blood level.
|
||||
/// </summary>
|
||||
private void OnHealthBeingExamined(EntityUid uid, BloodstreamComponent component, HealthBeingExaminedEvent args)
|
||||
private void OnHealthBeingExamined(Entity<BloodstreamComponent> ent, ref HealthBeingExaminedEvent args)
|
||||
{
|
||||
// Shows profusely bleeding at half the max bleed rate.
|
||||
if (component.BleedAmount > component.MaxBleedAmount / 2)
|
||||
if (ent.Comp.BleedAmount > ent.Comp.MaxBleedAmount / 2)
|
||||
{
|
||||
args.Message.PushNewline();
|
||||
args.Message.AddMarkup(Loc.GetString("bloodstream-component-profusely-bleeding", ("target", Identity.Entity(uid, EntityManager))));
|
||||
args.Message.AddMarkup(Loc.GetString("bloodstream-component-profusely-bleeding", ("target", ent.Owner)));
|
||||
}
|
||||
// Shows bleeding message when bleeding, but less than profusely.
|
||||
else if (component.BleedAmount > 0)
|
||||
else if (ent.Comp.BleedAmount > 0)
|
||||
{
|
||||
args.Message.PushNewline();
|
||||
args.Message.AddMarkup(Loc.GetString("bloodstream-component-bleeding", ("target", Identity.Entity(uid, EntityManager))));
|
||||
args.Message.AddMarkup(Loc.GetString("bloodstream-component-bleeding", ("target", ent.Owner)));
|
||||
}
|
||||
|
||||
// If the mob's blood level is below the damage threshhold, the pale message is added.
|
||||
if (GetBloodLevelPercentage(uid, component) < component.BloodlossThreshold)
|
||||
if (GetBloodLevelPercentage(ent, ent) < ent.Comp.BloodlossThreshold)
|
||||
{
|
||||
args.Message.PushNewline();
|
||||
args.Message.AddMarkup(Loc.GetString("bloodstream-component-looks-pale", ("target", Identity.Entity(uid, EntityManager))));
|
||||
args.Message.AddMarkup(Loc.GetString("bloodstream-component-looks-pale", ("target", ent.Owner)));
|
||||
}
|
||||
}
|
||||
|
||||
private void OnBeingGibbed(EntityUid uid, BloodstreamComponent component, BeingGibbedEvent args)
|
||||
private void OnBeingGibbed(Entity<BloodstreamComponent> ent, ref BeingGibbedEvent args)
|
||||
{
|
||||
SpillAllSolutions(uid, component);
|
||||
SpillAllSolutions(ent, ent);
|
||||
}
|
||||
|
||||
private void OnApplyMetabolicMultiplier(EntityUid uid, BloodstreamComponent component, ApplyMetabolicMultiplierEvent args)
|
||||
private void OnApplyMetabolicMultiplier(
|
||||
Entity<BloodstreamComponent> ent,
|
||||
ref ApplyMetabolicMultiplierEvent args)
|
||||
{
|
||||
if (args.Apply)
|
||||
{
|
||||
component.UpdateInterval *= args.Multiplier;
|
||||
ent.Comp.UpdateInterval *= args.Multiplier;
|
||||
return;
|
||||
}
|
||||
component.UpdateInterval /= args.Multiplier;
|
||||
// Reset the accumulator properly
|
||||
if (component.AccumulatedFrametime >= component.UpdateInterval)
|
||||
component.AccumulatedFrametime = component.UpdateInterval;
|
||||
ent.Comp.UpdateInterval /= args.Multiplier;
|
||||
}
|
||||
|
||||
private void OnRejuvenate(Entity<BloodstreamComponent> entity, ref RejuvenateEvent args)
|
||||
@@ -275,21 +292,15 @@ public sealed class BloodstreamSystem : EntitySystem
|
||||
/// </summary>
|
||||
public bool TryAddToChemicals(EntityUid uid, Solution solution, BloodstreamComponent? component = null)
|
||||
{
|
||||
if (!Resolve(uid, ref component, false))
|
||||
return false;
|
||||
|
||||
if (!_solutionContainerSystem.ResolveSolution(uid, component.ChemicalSolutionName, ref component.ChemicalSolution))
|
||||
return false;
|
||||
|
||||
return _solutionContainerSystem.TryAddSolution(component.ChemicalSolution.Value, solution);
|
||||
return Resolve(uid, ref component, logMissing: false)
|
||||
&& _solutionContainerSystem.ResolveSolution(uid, component.ChemicalSolutionName, ref component.ChemicalSolution)
|
||||
&& _solutionContainerSystem.TryAddSolution(component.ChemicalSolution.Value, solution);
|
||||
}
|
||||
|
||||
public bool FlushChemicals(EntityUid uid, string excludedReagentID, FixedPoint2 quantity, BloodstreamComponent? component = null)
|
||||
{
|
||||
if (!Resolve(uid, ref component, false))
|
||||
return false;
|
||||
|
||||
if (!_solutionContainerSystem.ResolveSolution(uid, component.ChemicalSolutionName, ref component.ChemicalSolution, out var chemSolution))
|
||||
if (!Resolve(uid, ref component, logMissing: false)
|
||||
|| !_solutionContainerSystem.ResolveSolution(uid, component.ChemicalSolutionName, ref component.ChemicalSolution, out var chemSolution))
|
||||
return false;
|
||||
|
||||
for (var i = chemSolution.Contents.Count - 1; i >= 0; i--)
|
||||
@@ -306,11 +317,11 @@ public sealed class BloodstreamSystem : EntitySystem
|
||||
|
||||
public float GetBloodLevelPercentage(EntityUid uid, BloodstreamComponent? component = null)
|
||||
{
|
||||
if (!Resolve(uid, ref component))
|
||||
return 0.0f;
|
||||
|
||||
if (!_solutionContainerSystem.ResolveSolution(uid, component.BloodSolutionName, ref component.BloodSolution, out var bloodSolution))
|
||||
if (!Resolve(uid, ref component)
|
||||
|| !_solutionContainerSystem.ResolveSolution(uid, component.BloodSolutionName, ref component.BloodSolution, out var bloodSolution))
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
return bloodSolution.FillFraction;
|
||||
}
|
||||
@@ -328,11 +339,11 @@ public sealed class BloodstreamSystem : EntitySystem
|
||||
/// </summary>
|
||||
public bool TryModifyBloodLevel(EntityUid uid, FixedPoint2 amount, BloodstreamComponent? component = null)
|
||||
{
|
||||
if (!Resolve(uid, ref component, false))
|
||||
return false;
|
||||
|
||||
if (!_solutionContainerSystem.ResolveSolution(uid, component.BloodSolutionName, ref component.BloodSolution))
|
||||
if (!Resolve(uid, ref component, logMissing: false)
|
||||
|| !_solutionContainerSystem.ResolveSolution(uid, component.BloodSolutionName, ref component.BloodSolution))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (amount >= 0)
|
||||
return _solutionContainerSystem.TryAddReagent(component.BloodSolution.Value, component.BloodReagent, amount, out _);
|
||||
@@ -356,9 +367,9 @@ public sealed class BloodstreamSystem : EntitySystem
|
||||
tempSolution.AddSolution(temp, _prototypeManager);
|
||||
}
|
||||
|
||||
if (_puddleSystem.TrySpillAt(uid, tempSolution, out var puddleUid, false))
|
||||
if (_puddleSystem.TrySpillAt(uid, tempSolution, out var puddleUid, sound: false))
|
||||
{
|
||||
_forensicsSystem.TransferDna(puddleUid, uid, false);
|
||||
_forensicsSystem.TransferDna(puddleUid, uid, canDnaBeCleaned: false);
|
||||
}
|
||||
|
||||
tempSolution.RemoveAllSolution();
|
||||
@@ -374,7 +385,7 @@ public sealed class BloodstreamSystem : EntitySystem
|
||||
/// </summary>
|
||||
public bool TryModifyBleedAmount(EntityUid uid, float amount, BloodstreamComponent? component = null)
|
||||
{
|
||||
if (!Resolve(uid, ref component, false))
|
||||
if (!Resolve(uid, ref component, logMissing: false))
|
||||
return false;
|
||||
|
||||
component.BleedAmount += amount;
|
||||
@@ -424,7 +435,7 @@ public sealed class BloodstreamSystem : EntitySystem
|
||||
|
||||
if (_puddleSystem.TrySpillAt(uid, tempSol, out var puddleUid))
|
||||
{
|
||||
_forensicsSystem.TransferDna(puddleUid, uid, false);
|
||||
_forensicsSystem.TransferDna(puddleUid, uid, canDnaBeCleaned: false);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -433,11 +444,11 @@ public sealed class BloodstreamSystem : EntitySystem
|
||||
/// </summary>
|
||||
public void ChangeBloodReagent(EntityUid uid, string reagent, BloodstreamComponent? component = null)
|
||||
{
|
||||
if (!Resolve(uid, ref component, false))
|
||||
return;
|
||||
|
||||
if (reagent == component.BloodReagent)
|
||||
if (!Resolve(uid, ref component, logMissing: false)
|
||||
|| reagent == component.BloodReagent)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!_solutionContainerSystem.ResolveSolution(uid, component.BloodSolutionName, ref component.BloodSolution, out var bloodSolution))
|
||||
{
|
||||
|
||||
@@ -1,23 +1,19 @@
|
||||
using Content.Server.Body.Components;
|
||||
using Content.Server.GameTicking;
|
||||
using Content.Server.Humanoid;
|
||||
using Content.Server.Kitchen.Components;
|
||||
using Content.Shared.Body.Components;
|
||||
using Content.Shared.Body.Part;
|
||||
using Content.Shared.Body.Systems;
|
||||
using Content.Shared.Humanoid;
|
||||
using Content.Shared.Kitchen.Components;
|
||||
using Content.Shared.Mind;
|
||||
using Content.Shared.Mobs.Systems;
|
||||
using Content.Shared.Movement.Events;
|
||||
using Content.Shared.Movement.Systems;
|
||||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.Player;
|
||||
using Robust.Shared.Audio.Systems;
|
||||
using Robust.Shared.Random;
|
||||
using Robust.Shared.Timing;
|
||||
using System.Numerics;
|
||||
using Content.Shared.Gibbing.Components;
|
||||
using Content.Shared.Movement.Systems;
|
||||
using Robust.Shared.Audio.Systems;
|
||||
|
||||
namespace Content.Server.Body.Systems;
|
||||
|
||||
@@ -28,7 +24,6 @@ public sealed class BodySystem : SharedBodySystem
|
||||
[Dependency] private readonly HumanoidAppearanceSystem _humanoidSystem = default!;
|
||||
[Dependency] private readonly MobStateSystem _mobState = default!;
|
||||
[Dependency] private readonly SharedAudioSystem _audio = default!;
|
||||
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
|
||||
[Dependency] private readonly SharedMindSystem _mindSystem = default!;
|
||||
[Dependency] private readonly IRobustRandom _random = default!;
|
||||
|
||||
@@ -40,7 +35,7 @@ public sealed class BodySystem : SharedBodySystem
|
||||
SubscribeLocalEvent<BodyComponent, ApplyMetabolicMultiplierEvent>(OnApplyMetabolicMultiplier);
|
||||
}
|
||||
|
||||
private void OnRelayMoveInput(EntityUid uid, BodyComponent component, ref MoveInputEvent args)
|
||||
private void OnRelayMoveInput(Entity<BodyComponent> ent, ref MoveInputEvent args)
|
||||
{
|
||||
// If they haven't actually moved then ignore it.
|
||||
if ((args.Component.HeldMoveButtons &
|
||||
@@ -49,68 +44,67 @@ public sealed class BodySystem : SharedBodySystem
|
||||
return;
|
||||
}
|
||||
|
||||
if (_mobState.IsDead(uid) && _mindSystem.TryGetMind(uid, out var mindId, out var mind))
|
||||
if (_mobState.IsDead(ent) && _mindSystem.TryGetMind(ent, out var mindId, out var mind))
|
||||
{
|
||||
mind.TimeOfDeath ??= _gameTiming.RealTime;
|
||||
_ticker.OnGhostAttempt(mindId, true, mind: mind);
|
||||
_ticker.OnGhostAttempt(mindId, canReturnGlobal: true, mind: mind);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnApplyMetabolicMultiplier(EntityUid uid, BodyComponent component,
|
||||
ApplyMetabolicMultiplierEvent args)
|
||||
private void OnApplyMetabolicMultiplier(
|
||||
Entity<BodyComponent> ent,
|
||||
ref ApplyMetabolicMultiplierEvent args)
|
||||
{
|
||||
foreach (var organ in GetBodyOrgans(uid, component))
|
||||
foreach (var organ in GetBodyOrgans(ent, ent))
|
||||
{
|
||||
RaiseLocalEvent(organ.Id, args);
|
||||
RaiseLocalEvent(organ.Id, ref args);
|
||||
}
|
||||
}
|
||||
|
||||
protected override void AddPart(
|
||||
EntityUid bodyUid,
|
||||
EntityUid partUid,
|
||||
string slotId,
|
||||
BodyPartComponent component,
|
||||
BodyComponent? bodyComp = null)
|
||||
Entity<BodyComponent?> bodyEnt,
|
||||
Entity<BodyPartComponent> partEnt,
|
||||
string slotId)
|
||||
{
|
||||
// TODO: Predict this probably.
|
||||
base.AddPart(bodyUid, partUid, slotId, component, bodyComp);
|
||||
base.AddPart(bodyEnt, partEnt, slotId);
|
||||
|
||||
if (TryComp<HumanoidAppearanceComponent>(bodyUid, out var humanoid))
|
||||
if (TryComp<HumanoidAppearanceComponent>(bodyEnt, out var humanoid))
|
||||
{
|
||||
var layer = component.ToHumanoidLayers();
|
||||
var layer = partEnt.Comp.ToHumanoidLayers();
|
||||
if (layer != null)
|
||||
{
|
||||
var layers = HumanoidVisualLayersExtension.Sublayers(layer.Value);
|
||||
_humanoidSystem.SetLayersVisibility(bodyUid, layers, true, true, humanoid);
|
||||
_humanoidSystem.SetLayersVisibility(
|
||||
bodyEnt, layers, visible: true, permanent: true, humanoid);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected override void RemovePart(
|
||||
EntityUid bodyUid,
|
||||
EntityUid partUid,
|
||||
string slotId,
|
||||
BodyPartComponent component,
|
||||
BodyComponent? bodyComp = null)
|
||||
Entity<BodyComponent?> bodyEnt,
|
||||
Entity<BodyPartComponent> partEnt,
|
||||
string slotId)
|
||||
{
|
||||
base.RemovePart(bodyUid, partUid, slotId, component, bodyComp);
|
||||
base.RemovePart(bodyEnt, partEnt, slotId);
|
||||
|
||||
if (!TryComp<HumanoidAppearanceComponent>(bodyUid, out var humanoid))
|
||||
if (!TryComp<HumanoidAppearanceComponent>(bodyEnt, out var humanoid))
|
||||
return;
|
||||
|
||||
var layer = component.ToHumanoidLayers();
|
||||
var layer = partEnt.Comp.ToHumanoidLayers();
|
||||
|
||||
if (layer == null)
|
||||
if (layer is null)
|
||||
return;
|
||||
|
||||
var layers = HumanoidVisualLayersExtension.Sublayers(layer.Value);
|
||||
_humanoidSystem.SetLayersVisibility(bodyUid, layers, false, true, humanoid);
|
||||
_humanoidSystem.SetLayersVisibility(
|
||||
bodyEnt, layers, visible: false, permanent: true, humanoid);
|
||||
}
|
||||
|
||||
public override HashSet<EntityUid> GibBody(
|
||||
EntityUid bodyId,
|
||||
bool gibOrgans = false,
|
||||
BodyComponent? body = null ,
|
||||
BodyComponent? body = null,
|
||||
bool launchGibs = true,
|
||||
Vector2? splatDirection = null,
|
||||
float splatModifier = 1,
|
||||
@@ -118,19 +112,23 @@ public sealed class BodySystem : SharedBodySystem
|
||||
SoundSpecifier? gibSoundOverride = null
|
||||
)
|
||||
{
|
||||
if (!Resolve(bodyId, ref body, false))
|
||||
return new HashSet<EntityUid>();
|
||||
|
||||
if (TerminatingOrDeleted(bodyId) || EntityManager.IsQueuedForDeletion(bodyId))
|
||||
if (!Resolve(bodyId, ref body, logMissing: false)
|
||||
|| TerminatingOrDeleted(bodyId)
|
||||
|| EntityManager.IsQueuedForDeletion(bodyId))
|
||||
{
|
||||
return new HashSet<EntityUid>();
|
||||
}
|
||||
|
||||
var xform = Transform(bodyId);
|
||||
if (xform.MapUid == null)
|
||||
if (xform.MapUid is null)
|
||||
return new HashSet<EntityUid>();
|
||||
|
||||
var gibs = base.GibBody(bodyId, gibOrgans, body, launchGibs: launchGibs,
|
||||
splatDirection: splatDirection, splatModifier: splatModifier, splatCone:splatCone);
|
||||
RaiseLocalEvent(bodyId, new BeingGibbedEvent(gibs));
|
||||
|
||||
var ev = new BeingGibbedEvent(gibs);
|
||||
RaiseLocalEvent(bodyId, ref ev);
|
||||
|
||||
QueueDel(bodyId);
|
||||
|
||||
return gibs;
|
||||
|
||||
@@ -16,8 +16,8 @@ namespace Content.Server.Body.Systems
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
SubscribeLocalEvent<BrainComponent, AddedToPartInBodyEvent>((uid, _, args) => HandleMind(args.Body, uid));
|
||||
SubscribeLocalEvent<BrainComponent, RemovedFromPartInBodyEvent>((uid, _, args) => HandleMind(uid, args.OldBody));
|
||||
SubscribeLocalEvent<BrainComponent, OrganAddedToBodyEvent>((uid, _, args) => HandleMind(args.Body, uid));
|
||||
SubscribeLocalEvent<BrainComponent, OrganRemovedFromBodyEvent>((uid, _, args) => HandleMind(uid, args.OldBody));
|
||||
SubscribeLocalEvent<BrainComponent, PointAttemptEvent>(OnPointAttempt);
|
||||
}
|
||||
|
||||
@@ -39,7 +39,7 @@ namespace Content.Server.Body.Systems
|
||||
_mindSystem.TransferTo(mindId, newEntity, mind: mind);
|
||||
}
|
||||
|
||||
private void OnPointAttempt(EntityUid uid, BrainComponent component, PointAttemptEvent args)
|
||||
private void OnPointAttempt(Entity<BrainComponent> ent, ref PointAttemptEvent args)
|
||||
{
|
||||
args.Cancel();
|
||||
}
|
||||
|
||||
@@ -18,12 +18,10 @@ namespace Content.Server.Body.Systems;
|
||||
|
||||
public sealed class InternalsSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly IPrototypeManager _protoManager = default!;
|
||||
[Dependency] private readonly AlertsSystem _alerts = default!;
|
||||
[Dependency] private readonly AtmosphereSystem _atmos = default!;
|
||||
[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
|
||||
[Dependency] private readonly GasTankSystem _gasTank = default!;
|
||||
[Dependency] private readonly HandsSystem _hands = default!;
|
||||
[Dependency] private readonly InventorySystem _inventory = default!;
|
||||
[Dependency] private readonly PopupSystem _popupSystem = default!;
|
||||
|
||||
@@ -40,28 +38,36 @@ public sealed class InternalsSystem : EntitySystem
|
||||
SubscribeLocalEvent<InternalsComponent, InternalsDoAfterEvent>(OnDoAfter);
|
||||
}
|
||||
|
||||
private void OnGetInteractionVerbs(EntityUid uid, InternalsComponent component, GetVerbsEvent<InteractionVerb> args)
|
||||
private void OnGetInteractionVerbs(
|
||||
Entity<InternalsComponent> ent,
|
||||
ref GetVerbsEvent<InteractionVerb> args)
|
||||
{
|
||||
if (!args.CanAccess || !args.CanInteract || args.Hands == null)
|
||||
if (!args.CanAccess || !args.CanInteract || args.Hands is null)
|
||||
return;
|
||||
|
||||
var user = args.User;
|
||||
|
||||
InteractionVerb verb = new()
|
||||
{
|
||||
Act = () =>
|
||||
{
|
||||
ToggleInternals(uid, args.User, false, component);
|
||||
ToggleInternals(ent, user, force: false, ent);
|
||||
},
|
||||
Message = Loc.GetString("action-description-internals-toggle"),
|
||||
Icon = new SpriteSpecifier.Texture(new ("/Textures/Interface/VerbIcons/dot.svg.192dpi.png")),
|
||||
Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/dot.svg.192dpi.png")),
|
||||
Text = Loc.GetString("action-name-internals-toggle"),
|
||||
};
|
||||
|
||||
args.Verbs.Add(verb);
|
||||
}
|
||||
|
||||
public void ToggleInternals(EntityUid uid, EntityUid user, bool force, InternalsComponent? internals = null)
|
||||
public void ToggleInternals(
|
||||
EntityUid uid,
|
||||
EntityUid user,
|
||||
bool force,
|
||||
InternalsComponent? internals = null)
|
||||
{
|
||||
if (!Resolve(uid, ref internals, false))
|
||||
if (!Resolve(uid, ref internals, logMissing: false))
|
||||
return;
|
||||
|
||||
// Toggle off if they're on
|
||||
@@ -73,12 +79,12 @@ public sealed class InternalsSystem : EntitySystem
|
||||
return;
|
||||
}
|
||||
|
||||
StartToggleInternalsDoAfter(user, uid, internals);
|
||||
StartToggleInternalsDoAfter(user, (uid, internals));
|
||||
return;
|
||||
}
|
||||
|
||||
// If they're not on then check if we have a mask to use
|
||||
if (internals.BreathToolEntity == null)
|
||||
if (internals.BreathToolEntity is null)
|
||||
{
|
||||
_popupSystem.PopupEntity(Loc.GetString("internals-no-breath-tool"), uid, user);
|
||||
return;
|
||||
@@ -86,7 +92,7 @@ public sealed class InternalsSystem : EntitySystem
|
||||
|
||||
var tank = FindBestGasTank(uid);
|
||||
|
||||
if (tank == null)
|
||||
if (tank is null)
|
||||
{
|
||||
_popupSystem.PopupEntity(Loc.GetString("internals-no-tank"), uid, user);
|
||||
return;
|
||||
@@ -94,20 +100,20 @@ public sealed class InternalsSystem : EntitySystem
|
||||
|
||||
if (!force)
|
||||
{
|
||||
StartToggleInternalsDoAfter(user, uid, internals);
|
||||
StartToggleInternalsDoAfter(user, (uid, internals));
|
||||
return;
|
||||
}
|
||||
|
||||
_gasTank.ConnectToInternals(tank.Value);
|
||||
}
|
||||
|
||||
private void StartToggleInternalsDoAfter(EntityUid user, EntityUid target, InternalsComponent internals)
|
||||
private void StartToggleInternalsDoAfter(EntityUid user, Entity<InternalsComponent> targetEnt)
|
||||
{
|
||||
// Is the target not you? If yes, use a do-after to give them time to respond.
|
||||
var isUser = user == target;
|
||||
var delay = !isUser ? internals.Delay : 0f;
|
||||
var isUser = user == targetEnt.Owner;
|
||||
var delay = !isUser ? targetEnt.Comp.Delay : TimeSpan.Zero;
|
||||
|
||||
_doAfter.TryStartDoAfter(new DoAfterArgs(EntityManager, user, delay, new InternalsDoAfterEvent(), target, target: target)
|
||||
_doAfter.TryStartDoAfter(new DoAfterArgs(EntityManager, user, delay, new InternalsDoAfterEvent(), targetEnt, target: targetEnt)
|
||||
{
|
||||
BreakOnDamage = true,
|
||||
BreakOnMove = true,
|
||||
@@ -115,66 +121,64 @@ public sealed class InternalsSystem : EntitySystem
|
||||
});
|
||||
}
|
||||
|
||||
private void OnDoAfter(EntityUid uid, InternalsComponent component, InternalsDoAfterEvent args)
|
||||
private void OnDoAfter(Entity<InternalsComponent> ent, ref InternalsDoAfterEvent args)
|
||||
{
|
||||
if (args.Cancelled || args.Handled)
|
||||
return;
|
||||
|
||||
ToggleInternals(uid, args.User, true, component);
|
||||
ToggleInternals(ent, args.User, force: true, ent);
|
||||
|
||||
args.Handled = true;
|
||||
}
|
||||
|
||||
private void OnInternalsStartup(EntityUid uid, InternalsComponent component, ComponentStartup args)
|
||||
private void OnInternalsStartup(Entity<InternalsComponent> ent, ref ComponentStartup args)
|
||||
{
|
||||
_alerts.ShowAlert(uid, AlertType.Internals, GetSeverity(component));
|
||||
_alerts.ShowAlert(ent, AlertType.Internals, GetSeverity(ent));
|
||||
}
|
||||
|
||||
private void OnInternalsShutdown(EntityUid uid, InternalsComponent component, ComponentShutdown args)
|
||||
private void OnInternalsShutdown(Entity<InternalsComponent> ent, ref ComponentShutdown args)
|
||||
{
|
||||
_alerts.ClearAlert(uid, AlertType.Internals);
|
||||
_alerts.ClearAlert(ent, AlertType.Internals);
|
||||
}
|
||||
|
||||
private void OnInhaleLocation(EntityUid uid, InternalsComponent component, InhaleLocationEvent args)
|
||||
private void OnInhaleLocation(Entity<InternalsComponent> ent, ref InhaleLocationEvent args)
|
||||
{
|
||||
if (AreInternalsWorking(component))
|
||||
if (AreInternalsWorking(ent))
|
||||
{
|
||||
var gasTank = Comp<GasTankComponent>(component.GasTankEntity!.Value);
|
||||
args.Gas = _gasTank.RemoveAirVolume((component.GasTankEntity.Value, gasTank), Atmospherics.BreathVolume);
|
||||
var gasTank = Comp<GasTankComponent>(ent.Comp.GasTankEntity!.Value);
|
||||
args.Gas = _gasTank.RemoveAirVolume((ent.Comp.GasTankEntity.Value, gasTank), Atmospherics.BreathVolume);
|
||||
// TODO: Should listen to gas tank updates instead I guess?
|
||||
_alerts.ShowAlert(uid, AlertType.Internals, GetSeverity(component));
|
||||
_alerts.ShowAlert(ent, AlertType.Internals, GetSeverity(ent));
|
||||
}
|
||||
}
|
||||
public void DisconnectBreathTool(Entity<InternalsComponent> ent)
|
||||
{
|
||||
var (owner, component) = ent;
|
||||
var old = component.BreathToolEntity;
|
||||
component.BreathToolEntity = null;
|
||||
var old = ent.Comp.BreathToolEntity;
|
||||
ent.Comp.BreathToolEntity = null;
|
||||
|
||||
if (TryComp(old, out BreathToolComponent? breathTool) )
|
||||
if (TryComp(old, out BreathToolComponent? breathTool))
|
||||
{
|
||||
_atmos.DisconnectInternals(breathTool);
|
||||
DisconnectTank(ent);
|
||||
}
|
||||
|
||||
_alerts.ShowAlert(owner, AlertType.Internals, GetSeverity(component));
|
||||
_alerts.ShowAlert(ent, AlertType.Internals, GetSeverity(ent));
|
||||
}
|
||||
|
||||
public void ConnectBreathTool(Entity<InternalsComponent> ent, EntityUid toolEntity)
|
||||
{
|
||||
var (owner, component) = ent;
|
||||
if (TryComp(component.BreathToolEntity, out BreathToolComponent? tool))
|
||||
if (TryComp(ent.Comp.BreathToolEntity, out BreathToolComponent? tool))
|
||||
{
|
||||
_atmos.DisconnectInternals(tool);
|
||||
}
|
||||
|
||||
component.BreathToolEntity = toolEntity;
|
||||
_alerts.ShowAlert(owner, AlertType.Internals, GetSeverity(component));
|
||||
ent.Comp.BreathToolEntity = toolEntity;
|
||||
_alerts.ShowAlert(ent, AlertType.Internals, GetSeverity(ent));
|
||||
}
|
||||
|
||||
public void DisconnectTank(InternalsComponent? component)
|
||||
{
|
||||
if (component == null)
|
||||
if (component is null)
|
||||
return;
|
||||
|
||||
if (TryComp(component.GasTankEntity, out GasTankComponent? tank))
|
||||
@@ -186,46 +190,47 @@ public sealed class InternalsSystem : EntitySystem
|
||||
|
||||
public bool TryConnectTank(Entity<InternalsComponent> ent, EntityUid tankEntity)
|
||||
{
|
||||
var component = ent.Comp;
|
||||
if (component.BreathToolEntity == null)
|
||||
if (ent.Comp.BreathToolEntity is null)
|
||||
return false;
|
||||
|
||||
if (TryComp(component.GasTankEntity, out GasTankComponent? tank))
|
||||
_gasTank.DisconnectFromInternals((component.GasTankEntity.Value, tank));
|
||||
if (TryComp(ent.Comp.GasTankEntity, out GasTankComponent? tank))
|
||||
_gasTank.DisconnectFromInternals((ent.Comp.GasTankEntity.Value, tank));
|
||||
|
||||
component.GasTankEntity = tankEntity;
|
||||
_alerts.ShowAlert(ent, AlertType.Internals, GetSeverity(component));
|
||||
ent.Comp.GasTankEntity = tankEntity;
|
||||
_alerts.ShowAlert(ent, AlertType.Internals, GetSeverity(ent));
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool AreInternalsWorking(EntityUid uid, InternalsComponent? component = null)
|
||||
{
|
||||
if (!Resolve(uid, ref component, false))
|
||||
return false;
|
||||
|
||||
return AreInternalsWorking(component);
|
||||
return Resolve(uid, ref component, logMissing: false)
|
||||
&& AreInternalsWorking(component);
|
||||
}
|
||||
|
||||
public bool AreInternalsWorking(InternalsComponent component)
|
||||
{
|
||||
return TryComp(component.BreathToolEntity, out BreathToolComponent? breathTool) &&
|
||||
breathTool.IsFunctional &&
|
||||
TryComp(component.GasTankEntity, out GasTankComponent? _);
|
||||
return TryComp(component.BreathToolEntity, out BreathToolComponent? breathTool)
|
||||
&& breathTool.IsFunctional
|
||||
&& HasComp<GasTankComponent>(component.GasTankEntity);
|
||||
}
|
||||
|
||||
private short GetSeverity(InternalsComponent component)
|
||||
{
|
||||
if (component.BreathToolEntity == null || !AreInternalsWorking(component))
|
||||
if (component.BreathToolEntity is null || !AreInternalsWorking(component))
|
||||
return 2;
|
||||
|
||||
// If pressure in the tank is below low pressure threshhold, flash warning on internals UI
|
||||
if (TryComp<GasTankComponent>(component.GasTankEntity, out var gasTank) && gasTank.IsLowPressure)
|
||||
if (TryComp<GasTankComponent>(component.GasTankEntity, out var gasTank)
|
||||
&& gasTank.IsLowPressure)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
public Entity<GasTankComponent>? FindBestGasTank(Entity<HandsComponent?, InventoryComponent?, ContainerManagerComponent?> user)
|
||||
public Entity<GasTankComponent>? FindBestGasTank(
|
||||
Entity<HandsComponent?, InventoryComponent?, ContainerManagerComponent?> user)
|
||||
{
|
||||
// Prioritise
|
||||
// 1. back equipped tanks
|
||||
@@ -233,17 +238,17 @@ public sealed class InternalsSystem : EntitySystem
|
||||
// 3. in-hand tanks
|
||||
// 4. pocket/belt tanks
|
||||
|
||||
if (!Resolve(user.Owner, ref user.Comp1, ref user.Comp2, ref user.Comp3))
|
||||
if (!Resolve(user, ref user.Comp1, ref user.Comp2, ref user.Comp3))
|
||||
return null;
|
||||
|
||||
if (_inventory.TryGetSlotEntity(user.Owner, "back", out var backEntity, user.Comp2, user.Comp3) &&
|
||||
if (_inventory.TryGetSlotEntity(user, "back", out var backEntity, user.Comp2, user.Comp3) &&
|
||||
TryComp<GasTankComponent>(backEntity, out var backGasTank) &&
|
||||
_gasTank.CanConnectToInternals(backGasTank))
|
||||
{
|
||||
return (backEntity.Value, backGasTank);
|
||||
}
|
||||
|
||||
if (_inventory.TryGetSlotEntity(user.Owner, "suitstorage", out var entity, user.Comp2, user.Comp3) &&
|
||||
if (_inventory.TryGetSlotEntity(user, "suitstorage", out var entity, user.Comp2, user.Comp3) &&
|
||||
TryComp<GasTankComponent>(entity, out var gasTank) &&
|
||||
_gasTank.CanConnectToInternals(gasTank))
|
||||
{
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
using Content.Server.Atmos.Components;
|
||||
using Content.Server.Atmos.Components;
|
||||
using Content.Server.Atmos.EntitySystems;
|
||||
using Content.Server.Body.Components;
|
||||
using Content.Server.Chemistry.Containers.EntitySystems;
|
||||
@@ -26,21 +26,24 @@ public sealed class LungSystem : EntitySystem
|
||||
SubscribeLocalEvent<BreathToolComponent, ItemMaskToggledEvent>(OnMaskToggled);
|
||||
}
|
||||
|
||||
private void OnGotUnequipped(EntityUid uid, BreathToolComponent component, GotUnequippedEvent args)
|
||||
private void OnGotUnequipped(Entity<BreathToolComponent> ent, ref GotUnequippedEvent args)
|
||||
{
|
||||
_atmosphereSystem.DisconnectInternals(component);
|
||||
_atmosphereSystem.DisconnectInternals(ent);
|
||||
}
|
||||
|
||||
private void OnGotEquipped(EntityUid uid, BreathToolComponent component, GotEquippedEvent args)
|
||||
private void OnGotEquipped(Entity<BreathToolComponent> ent, ref GotEquippedEvent args)
|
||||
{
|
||||
if ((args.SlotFlags & ent.Comp.AllowedSlots) == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if ((args.SlotFlags & component.AllowedSlots) == 0) return;
|
||||
component.IsFunctional = true;
|
||||
ent.Comp.IsFunctional = true;
|
||||
|
||||
if (TryComp(args.Equipee, out InternalsComponent? internals))
|
||||
{
|
||||
component.ConnectedInternalsEntity = args.Equipee;
|
||||
_internals.ConnectBreathTool((args.Equipee, internals), uid);
|
||||
ent.Comp.ConnectedInternalsEntity = args.Equipee;
|
||||
_internals.ConnectBreathTool((args.Equipee, internals), ent);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -81,7 +84,7 @@ public sealed class LungSystem : EntitySystem
|
||||
if (moles <= 0)
|
||||
continue;
|
||||
var reagent = _atmosphereSystem.GasReagents[i];
|
||||
if (reagent == null) continue;
|
||||
if (reagent is null) continue;
|
||||
|
||||
var amount = moles * Atmospherics.BreathMolesToReagentMultiplier;
|
||||
solution.AddReagent(reagent, amount);
|
||||
|
||||
@@ -12,11 +12,13 @@ using Content.Shared.Mobs.Systems;
|
||||
using Robust.Shared.Collections;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Random;
|
||||
using Robust.Shared.Timing;
|
||||
|
||||
namespace Content.Server.Body.Systems
|
||||
{
|
||||
public sealed class MetabolizerSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly IGameTiming _gameTiming = default!;
|
||||
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
|
||||
[Dependency] private readonly IRobustRandom _random = default!;
|
||||
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
|
||||
@@ -34,9 +36,21 @@ namespace Content.Server.Body.Systems
|
||||
_solutionQuery = GetEntityQuery<SolutionContainerManagerComponent>();
|
||||
|
||||
SubscribeLocalEvent<MetabolizerComponent, ComponentInit>(OnMetabolizerInit);
|
||||
SubscribeLocalEvent<MetabolizerComponent, MapInitEvent>(OnMapInit);
|
||||
SubscribeLocalEvent<MetabolizerComponent, EntityUnpausedEvent>(OnUnpaused);
|
||||
SubscribeLocalEvent<MetabolizerComponent, ApplyMetabolicMultiplierEvent>(OnApplyMetabolicMultiplier);
|
||||
}
|
||||
|
||||
private void OnMapInit(Entity<MetabolizerComponent> ent, ref MapInitEvent args)
|
||||
{
|
||||
ent.Comp.NextUpdate = _gameTiming.CurTime + ent.Comp.UpdateInterval;
|
||||
}
|
||||
|
||||
private void OnUnpaused(Entity<MetabolizerComponent> ent, ref EntityUnpausedEvent args)
|
||||
{
|
||||
ent.Comp.NextUpdate += args.PausedTime;
|
||||
}
|
||||
|
||||
private void OnMetabolizerInit(Entity<MetabolizerComponent> entity, ref ComponentInit args)
|
||||
{
|
||||
if (!entity.Comp.SolutionOnBody)
|
||||
@@ -49,19 +63,17 @@ namespace Content.Server.Body.Systems
|
||||
}
|
||||
}
|
||||
|
||||
private void OnApplyMetabolicMultiplier(EntityUid uid, MetabolizerComponent component,
|
||||
ApplyMetabolicMultiplierEvent args)
|
||||
private void OnApplyMetabolicMultiplier(
|
||||
Entity<MetabolizerComponent> ent,
|
||||
ref ApplyMetabolicMultiplierEvent args)
|
||||
{
|
||||
if (args.Apply)
|
||||
{
|
||||
component.UpdateFrequency *= args.Multiplier;
|
||||
ent.Comp.UpdateInterval *= args.Multiplier;
|
||||
return;
|
||||
}
|
||||
|
||||
component.UpdateFrequency /= args.Multiplier;
|
||||
// Reset the accumulator properly
|
||||
if (component.AccumulatedFrametime >= component.UpdateFrequency)
|
||||
component.AccumulatedFrametime = component.UpdateFrequency;
|
||||
ent.Comp.UpdateInterval /= args.Multiplier;
|
||||
}
|
||||
|
||||
public override void Update(float frameTime)
|
||||
@@ -78,50 +90,52 @@ namespace Content.Server.Body.Systems
|
||||
|
||||
foreach (var (uid, metab) in metabolizers)
|
||||
{
|
||||
metab.AccumulatedFrametime += frameTime;
|
||||
|
||||
// Only update as frequently as it should
|
||||
if (metab.AccumulatedFrametime < metab.UpdateFrequency)
|
||||
if (_gameTiming.CurTime < metab.NextUpdate)
|
||||
continue;
|
||||
|
||||
metab.AccumulatedFrametime -= metab.UpdateFrequency;
|
||||
TryMetabolize(uid, metab);
|
||||
metab.NextUpdate += metab.UpdateInterval;
|
||||
TryMetabolize((uid, metab));
|
||||
}
|
||||
}
|
||||
|
||||
private void TryMetabolize(EntityUid uid, MetabolizerComponent meta, OrganComponent? organ = null)
|
||||
private void TryMetabolize(Entity<MetabolizerComponent, OrganComponent?, SolutionContainerManagerComponent?> ent)
|
||||
{
|
||||
_organQuery.Resolve(uid, ref organ, false);
|
||||
_organQuery.Resolve(ent, ref ent.Comp2, logMissing: false);
|
||||
|
||||
// First step is get the solution we actually care about
|
||||
var solutionName = ent.Comp1.SolutionName;
|
||||
Solution? solution = null;
|
||||
Entity<SolutionComponent>? soln = default!;
|
||||
EntityUid? solutionEntityUid = null;
|
||||
|
||||
SolutionContainerManagerComponent? manager = null;
|
||||
|
||||
if (meta.SolutionOnBody)
|
||||
if (ent.Comp1.SolutionOnBody)
|
||||
{
|
||||
if (organ?.Body is { } body)
|
||||
if (ent.Comp2?.Body is { } body)
|
||||
{
|
||||
if (!_solutionQuery.Resolve(body, ref manager, false))
|
||||
if (!_solutionQuery.Resolve(body, ref ent.Comp3, logMissing: false))
|
||||
return;
|
||||
|
||||
_solutionContainerSystem.TryGetSolution((body, manager), meta.SolutionName, out soln, out solution);
|
||||
_solutionContainerSystem.TryGetSolution((body, ent.Comp3), solutionName, out soln, out solution);
|
||||
solutionEntityUid = body;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!_solutionQuery.Resolve(uid, ref manager, false))
|
||||
if (!_solutionQuery.Resolve(ent, ref ent.Comp3, logMissing: false))
|
||||
return;
|
||||
|
||||
_solutionContainerSystem.TryGetSolution((uid, manager), meta.SolutionName, out soln, out solution);
|
||||
solutionEntityUid = uid;
|
||||
_solutionContainerSystem.TryGetSolution((ent, ent), solutionName, out soln, out solution);
|
||||
solutionEntityUid = ent;
|
||||
}
|
||||
|
||||
if (solutionEntityUid == null || soln is null || solution is null || solution.Contents.Count == 0)
|
||||
if (solutionEntityUid is null
|
||||
|| soln is null
|
||||
|| solution is null
|
||||
|| solution.Contents.Count == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// randomize the reagent list so we don't have any weird quirks
|
||||
// like alphabetical order or insertion order mattering for processing
|
||||
@@ -135,9 +149,9 @@ namespace Content.Server.Body.Systems
|
||||
continue;
|
||||
|
||||
var mostToRemove = FixedPoint2.Zero;
|
||||
if (proto.Metabolisms == null)
|
||||
if (proto.Metabolisms is null)
|
||||
{
|
||||
if (meta.RemoveEmpty)
|
||||
if (ent.Comp1.RemoveEmpty)
|
||||
{
|
||||
solution.RemoveReagent(reagent, FixedPoint2.New(1));
|
||||
}
|
||||
@@ -146,15 +160,15 @@ namespace Content.Server.Body.Systems
|
||||
}
|
||||
|
||||
// we're done here entirely if this is true
|
||||
if (reagents >= meta.MaxReagentsProcessable)
|
||||
if (reagents >= ent.Comp1.MaxReagentsProcessable)
|
||||
return;
|
||||
|
||||
|
||||
// loop over all our groups and see which ones apply
|
||||
if (meta.MetabolismGroups == null)
|
||||
if (ent.Comp1.MetabolismGroups is null)
|
||||
continue;
|
||||
|
||||
foreach (var group in meta.MetabolismGroups)
|
||||
foreach (var group in ent.Comp1.MetabolismGroups)
|
||||
{
|
||||
if (!proto.Metabolisms.TryGetValue(group.Id, out var entry))
|
||||
continue;
|
||||
@@ -169,14 +183,14 @@ namespace Content.Server.Body.Systems
|
||||
// if it's possible for them to be dead, and they are,
|
||||
// then we shouldn't process any effects, but should probably
|
||||
// still remove reagents
|
||||
if (EntityManager.TryGetComponent<MobStateComponent>(solutionEntityUid.Value, out var state))
|
||||
if (TryComp<MobStateComponent>(solutionEntityUid.Value, out var state))
|
||||
{
|
||||
if (!proto.WorksOnTheDead && _mobStateSystem.IsDead(solutionEntityUid.Value, state))
|
||||
continue;
|
||||
}
|
||||
|
||||
var actualEntity = organ?.Body ?? solutionEntityUid.Value;
|
||||
var args = new ReagentEffectArgs(actualEntity, uid, solution, proto, mostToRemove,
|
||||
var actualEntity = ent.Comp2?.Body ?? solutionEntityUid.Value;
|
||||
var args = new ReagentEffectArgs(actualEntity, ent, solution, proto, mostToRemove,
|
||||
EntityManager, null, scale);
|
||||
|
||||
// do all effects, if conditions apply
|
||||
@@ -187,8 +201,14 @@ namespace Content.Server.Body.Systems
|
||||
|
||||
if (effect.ShouldLog)
|
||||
{
|
||||
_adminLogger.Add(LogType.ReagentEffect, effect.LogImpact,
|
||||
$"Metabolism effect {effect.GetType().Name:effect} of reagent {proto.LocalizedName:reagent} applied on entity {actualEntity:entity} at {Transform(actualEntity).Coordinates:coordinates}");
|
||||
_adminLogger.Add(
|
||||
LogType.ReagentEffect,
|
||||
effect.LogImpact,
|
||||
$"Metabolism effect {effect.GetType().Name:effect}"
|
||||
+ $" of reagent {proto.LocalizedName:reagent}"
|
||||
+ $" applied on entity {actualEntity:entity}"
|
||||
+ $" at {Transform(actualEntity).Coordinates:coordinates}"
|
||||
);
|
||||
}
|
||||
|
||||
effect.Effect(args);
|
||||
@@ -209,15 +229,25 @@ namespace Content.Server.Body.Systems
|
||||
}
|
||||
}
|
||||
|
||||
public sealed class ApplyMetabolicMultiplierEvent : EntityEventArgs
|
||||
[ByRefEvent]
|
||||
public readonly record struct ApplyMetabolicMultiplierEvent(
|
||||
EntityUid Uid,
|
||||
float Multiplier,
|
||||
bool Apply)
|
||||
{
|
||||
// The entity whose metabolism is being modified
|
||||
public EntityUid Uid;
|
||||
/// <summary>
|
||||
/// The entity whose metabolism is being modified.
|
||||
/// </summary>
|
||||
public readonly EntityUid Uid = Uid;
|
||||
|
||||
// What the metabolism's update rate will be multiplied by
|
||||
public float Multiplier;
|
||||
/// <summary>
|
||||
/// What the metabolism's update rate will be multiplied by.
|
||||
/// </summary>
|
||||
public readonly float Multiplier = Multiplier;
|
||||
|
||||
// Apply this multiplier or ignore / reset it?
|
||||
public bool Apply;
|
||||
/// <summary>
|
||||
/// If true, apply the multiplier. If false, revert it.
|
||||
/// </summary>
|
||||
public readonly bool Apply = Apply;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -35,9 +35,21 @@ public sealed class RespiratorSystem : EntitySystem
|
||||
|
||||
// We want to process lung reagents before we inhale new reagents.
|
||||
UpdatesAfter.Add(typeof(MetabolizerSystem));
|
||||
SubscribeLocalEvent<RespiratorComponent, MapInitEvent>(OnMapInit);
|
||||
SubscribeLocalEvent<RespiratorComponent, EntityUnpausedEvent>(OnUnpaused);
|
||||
SubscribeLocalEvent<RespiratorComponent, ApplyMetabolicMultiplierEvent>(OnApplyMetabolicMultiplier);
|
||||
}
|
||||
|
||||
private void OnMapInit(Entity<RespiratorComponent> ent, ref MapInitEvent args)
|
||||
{
|
||||
ent.Comp.NextUpdate = _gameTiming.CurTime + ent.Comp.UpdateInterval;
|
||||
}
|
||||
|
||||
private void OnUnpaused(Entity<RespiratorComponent> ent, ref EntityUnpausedEvent args)
|
||||
{
|
||||
ent.Comp.NextUpdate += args.PausedTime;
|
||||
}
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
base.Update(frameTime);
|
||||
@@ -45,17 +57,15 @@ public sealed class RespiratorSystem : EntitySystem
|
||||
var query = EntityQueryEnumerator<RespiratorComponent, BodyComponent>();
|
||||
while (query.MoveNext(out var uid, out var respirator, out var body))
|
||||
{
|
||||
if (_gameTiming.CurTime < respirator.NextUpdate)
|
||||
continue;
|
||||
|
||||
respirator.NextUpdate += respirator.UpdateInterval;
|
||||
|
||||
if (_mobState.IsDead(uid))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
respirator.AccumulatedFrametime += frameTime;
|
||||
|
||||
if (respirator.AccumulatedFrametime < respirator.CycleDelay)
|
||||
continue;
|
||||
respirator.AccumulatedFrametime -= respirator.CycleDelay;
|
||||
UpdateSaturation(uid, -respirator.CycleDelay, respirator);
|
||||
UpdateSaturation(uid, -(float) respirator.UpdateInterval.TotalSeconds, respirator);
|
||||
|
||||
if (!_mobState.IsIncapacitated(uid)) // cannot breathe in crit.
|
||||
{
|
||||
@@ -80,30 +90,30 @@ public sealed class RespiratorSystem : EntitySystem
|
||||
_popupSystem.PopupEntity(Loc.GetString("lung-behavior-gasp"), uid);
|
||||
}
|
||||
|
||||
TakeSuffocationDamage(uid, respirator);
|
||||
TakeSuffocationDamage((uid, respirator));
|
||||
respirator.SuffocationCycles += 1;
|
||||
continue;
|
||||
}
|
||||
|
||||
StopSuffocation(uid, respirator);
|
||||
StopSuffocation((uid, respirator));
|
||||
respirator.SuffocationCycles = 0;
|
||||
}
|
||||
}
|
||||
|
||||
public void Inhale(EntityUid uid, BodyComponent? body = null)
|
||||
{
|
||||
if (!Resolve(uid, ref body, false))
|
||||
if (!Resolve(uid, ref body, logMissing: false))
|
||||
return;
|
||||
|
||||
var organs = _bodySystem.GetBodyOrganComponents<LungComponent>(uid, body);
|
||||
|
||||
// Inhale gas
|
||||
var ev = new InhaleLocationEvent();
|
||||
RaiseLocalEvent(uid, ev);
|
||||
RaiseLocalEvent(uid, ref ev, broadcast: false);
|
||||
|
||||
ev.Gas ??= _atmosSys.GetContainingMixture(uid, false, true);
|
||||
ev.Gas ??= _atmosSys.GetContainingMixture(uid, excite: true);
|
||||
|
||||
if (ev.Gas == null)
|
||||
if (ev.Gas is null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
@@ -122,7 +132,7 @@ public sealed class RespiratorSystem : EntitySystem
|
||||
|
||||
public void Exhale(EntityUid uid, BodyComponent? body = null)
|
||||
{
|
||||
if (!Resolve(uid, ref body, false))
|
||||
if (!Resolve(uid, ref body, logMissing: false))
|
||||
return;
|
||||
|
||||
var organs = _bodySystem.GetBodyOrganComponents<LungComponent>(uid, body);
|
||||
@@ -130,11 +140,11 @@ public sealed class RespiratorSystem : EntitySystem
|
||||
// exhale gas
|
||||
|
||||
var ev = new ExhaleLocationEvent();
|
||||
RaiseLocalEvent(uid, ev, false);
|
||||
RaiseLocalEvent(uid, ref ev, broadcast: false);
|
||||
|
||||
if (ev.Gas == null)
|
||||
if (ev.Gas is null)
|
||||
{
|
||||
ev.Gas = _atmosSys.GetContainingMixture(uid, false, true);
|
||||
ev.Gas = _atmosSys.GetContainingMixture(uid, excite: true);
|
||||
|
||||
// Walls and grids without atmos comp return null. I guess it makes sense to not be able to exhale in walls,
|
||||
// but this also means you cannot exhale on some grids.
|
||||
@@ -154,37 +164,37 @@ public sealed class RespiratorSystem : EntitySystem
|
||||
_atmosSys.Merge(ev.Gas, outGas);
|
||||
}
|
||||
|
||||
private void TakeSuffocationDamage(EntityUid uid, RespiratorComponent respirator)
|
||||
private void TakeSuffocationDamage(Entity<RespiratorComponent> ent)
|
||||
{
|
||||
if (respirator.SuffocationCycles == 2)
|
||||
_adminLogger.Add(LogType.Asphyxiation, $"{ToPrettyString(uid):entity} started suffocating");
|
||||
if (ent.Comp.SuffocationCycles == 2)
|
||||
_adminLogger.Add(LogType.Asphyxiation, $"{ToPrettyString(ent):entity} started suffocating");
|
||||
|
||||
if (respirator.SuffocationCycles >= respirator.SuffocationCycleThreshold)
|
||||
if (ent.Comp.SuffocationCycles >= ent.Comp.SuffocationCycleThreshold)
|
||||
{
|
||||
// TODO: This is not going work with multiple different lungs, if that ever becomes a possibility
|
||||
var organs = _bodySystem.GetBodyOrganComponents<LungComponent>(uid);
|
||||
var organs = _bodySystem.GetBodyOrganComponents<LungComponent>(ent);
|
||||
foreach (var (comp, _) in organs)
|
||||
{
|
||||
_alertsSystem.ShowAlert(uid, comp.Alert);
|
||||
_alertsSystem.ShowAlert(ent, comp.Alert);
|
||||
}
|
||||
}
|
||||
|
||||
_damageableSys.TryChangeDamage(uid, respirator.Damage, false, false);
|
||||
_damageableSys.TryChangeDamage(ent, ent.Comp.Damage, interruptsDoAfters: false);
|
||||
}
|
||||
|
||||
private void StopSuffocation(EntityUid uid, RespiratorComponent respirator)
|
||||
private void StopSuffocation(Entity<RespiratorComponent> ent)
|
||||
{
|
||||
if (respirator.SuffocationCycles >= 2)
|
||||
_adminLogger.Add(LogType.Asphyxiation, $"{ToPrettyString(uid):entity} stopped suffocating");
|
||||
if (ent.Comp.SuffocationCycles >= 2)
|
||||
_adminLogger.Add(LogType.Asphyxiation, $"{ToPrettyString(ent):entity} stopped suffocating");
|
||||
|
||||
// TODO: This is not going work with multiple different lungs, if that ever becomes a possibility
|
||||
var organs = _bodySystem.GetBodyOrganComponents<LungComponent>(uid);
|
||||
var organs = _bodySystem.GetBodyOrganComponents<LungComponent>(ent);
|
||||
foreach (var (comp, _) in organs)
|
||||
{
|
||||
_alertsSystem.ClearAlert(uid, comp.Alert);
|
||||
_alertsSystem.ClearAlert(ent, comp.Alert);
|
||||
}
|
||||
|
||||
_damageableSys.TryChangeDamage(uid, respirator.DamageRecovery);
|
||||
_damageableSys.TryChangeDamage(ent, ent.Comp.DamageRecovery);
|
||||
}
|
||||
|
||||
public void UpdateSaturation(EntityUid uid, float amount,
|
||||
@@ -198,35 +208,29 @@ public sealed class RespiratorSystem : EntitySystem
|
||||
Math.Clamp(respirator.Saturation, respirator.MinSaturation, respirator.MaxSaturation);
|
||||
}
|
||||
|
||||
private void OnApplyMetabolicMultiplier(EntityUid uid, RespiratorComponent component,
|
||||
ApplyMetabolicMultiplierEvent args)
|
||||
private void OnApplyMetabolicMultiplier(
|
||||
Entity<RespiratorComponent> ent,
|
||||
ref ApplyMetabolicMultiplierEvent args)
|
||||
{
|
||||
if (args.Apply)
|
||||
{
|
||||
component.CycleDelay *= args.Multiplier;
|
||||
component.Saturation *= args.Multiplier;
|
||||
component.MaxSaturation *= args.Multiplier;
|
||||
component.MinSaturation *= args.Multiplier;
|
||||
ent.Comp.UpdateInterval *= args.Multiplier;
|
||||
ent.Comp.Saturation *= args.Multiplier;
|
||||
ent.Comp.MaxSaturation *= args.Multiplier;
|
||||
ent.Comp.MinSaturation *= args.Multiplier;
|
||||
return;
|
||||
}
|
||||
|
||||
// This way we don't have to worry about it breaking if the stasis bed component is destroyed
|
||||
component.CycleDelay /= args.Multiplier;
|
||||
component.Saturation /= args.Multiplier;
|
||||
component.MaxSaturation /= args.Multiplier;
|
||||
component.MinSaturation /= args.Multiplier;
|
||||
// Reset the accumulator properly
|
||||
if (component.AccumulatedFrametime >= component.CycleDelay)
|
||||
component.AccumulatedFrametime = component.CycleDelay;
|
||||
ent.Comp.UpdateInterval /= args.Multiplier;
|
||||
ent.Comp.Saturation /= args.Multiplier;
|
||||
ent.Comp.MaxSaturation /= args.Multiplier;
|
||||
ent.Comp.MinSaturation /= args.Multiplier;
|
||||
}
|
||||
}
|
||||
|
||||
public sealed class InhaleLocationEvent : EntityEventArgs
|
||||
{
|
||||
public GasMixture? Gas;
|
||||
}
|
||||
[ByRefEvent]
|
||||
public record struct InhaleLocationEvent(GasMixture? Gas);
|
||||
|
||||
public sealed class ExhaleLocationEvent : EntityEventArgs
|
||||
{
|
||||
public GasMixture? Gas;
|
||||
}
|
||||
[ByRefEvent]
|
||||
public record struct ExhaleLocationEvent(GasMixture? Gas);
|
||||
|
||||
@@ -3,32 +3,44 @@ using Content.Server.Chemistry.Containers.EntitySystems;
|
||||
using Content.Shared.Body.Organ;
|
||||
using Content.Shared.Chemistry.Components;
|
||||
using Content.Shared.Chemistry.Components.SolutionManager;
|
||||
using Robust.Shared.Timing;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
namespace Content.Server.Body.Systems
|
||||
{
|
||||
public sealed class StomachSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly IGameTiming _gameTiming = default!;
|
||||
[Dependency] private readonly SolutionContainerSystem _solutionContainerSystem = default!;
|
||||
|
||||
public const string DefaultSolutionName = "stomach";
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
SubscribeLocalEvent<StomachComponent, MapInitEvent>(OnMapInit);
|
||||
SubscribeLocalEvent<StomachComponent, EntityUnpausedEvent>(OnUnpaused);
|
||||
SubscribeLocalEvent<StomachComponent, ApplyMetabolicMultiplierEvent>(OnApplyMetabolicMultiplier);
|
||||
}
|
||||
|
||||
private void OnMapInit(Entity<StomachComponent> ent, ref MapInitEvent args)
|
||||
{
|
||||
ent.Comp.NextUpdate = _gameTiming.CurTime + ent.Comp.UpdateInterval;
|
||||
}
|
||||
|
||||
private void OnUnpaused(Entity<StomachComponent> ent, ref EntityUnpausedEvent args)
|
||||
{
|
||||
ent.Comp.NextUpdate += args.PausedTime;
|
||||
}
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
var query = EntityQueryEnumerator<StomachComponent, OrganComponent, SolutionContainerManagerComponent>();
|
||||
while (query.MoveNext(out var uid, out var stomach, out var organ, out var sol))
|
||||
{
|
||||
stomach.AccumulatedFrameTime += frameTime;
|
||||
|
||||
if (stomach.AccumulatedFrameTime < stomach.UpdateInterval)
|
||||
if (_gameTiming.CurTime < stomach.NextUpdate)
|
||||
continue;
|
||||
|
||||
stomach.AccumulatedFrameTime -= stomach.UpdateInterval;
|
||||
stomach.NextUpdate += stomach.UpdateInterval;
|
||||
|
||||
// Get our solutions
|
||||
if (!_solutionContainerSystem.ResolveSolution((uid, sol), DefaultSolutionName, ref stomach.Solution, out var stomachSolution))
|
||||
@@ -70,49 +82,44 @@ namespace Content.Server.Body.Systems
|
||||
}
|
||||
}
|
||||
|
||||
private void OnApplyMetabolicMultiplier(EntityUid uid, StomachComponent component,
|
||||
ApplyMetabolicMultiplierEvent args)
|
||||
private void OnApplyMetabolicMultiplier(
|
||||
Entity<StomachComponent> ent,
|
||||
ref ApplyMetabolicMultiplierEvent args)
|
||||
{
|
||||
if (args.Apply)
|
||||
{
|
||||
component.UpdateInterval *= args.Multiplier;
|
||||
ent.Comp.UpdateInterval *= args.Multiplier;
|
||||
return;
|
||||
}
|
||||
|
||||
// This way we don't have to worry about it breaking if the stasis bed component is destroyed
|
||||
component.UpdateInterval /= args.Multiplier;
|
||||
// Reset the accumulator properly
|
||||
if (component.AccumulatedFrameTime >= component.UpdateInterval)
|
||||
component.AccumulatedFrameTime = component.UpdateInterval;
|
||||
ent.Comp.UpdateInterval /= args.Multiplier;
|
||||
}
|
||||
|
||||
public bool CanTransferSolution(EntityUid uid, Solution solution,
|
||||
public bool CanTransferSolution(
|
||||
EntityUid uid,
|
||||
Solution solution,
|
||||
StomachComponent? stomach = null,
|
||||
SolutionContainerManagerComponent? solutions = null)
|
||||
{
|
||||
if (!Resolve(uid, ref stomach, ref solutions, false))
|
||||
return false;
|
||||
|
||||
if (!_solutionContainerSystem.ResolveSolution((uid, solutions), DefaultSolutionName, ref stomach.Solution, out var stomachSolution))
|
||||
return false;
|
||||
|
||||
// TODO: For now no partial transfers. Potentially change by design
|
||||
if (!stomachSolution.CanAddSolution(solution))
|
||||
return false;
|
||||
|
||||
return true;
|
||||
return Resolve(uid, ref stomach, ref solutions, logMissing: false)
|
||||
&& _solutionContainerSystem.ResolveSolution((uid, solutions), DefaultSolutionName, ref stomach.Solution, out var stomachSolution)
|
||||
// TODO: For now no partial transfers. Potentially change by design
|
||||
&& stomachSolution.CanAddSolution(solution);
|
||||
}
|
||||
|
||||
public bool TryTransferSolution(EntityUid uid, Solution solution,
|
||||
public bool TryTransferSolution(
|
||||
EntityUid uid,
|
||||
Solution solution,
|
||||
StomachComponent? stomach = null,
|
||||
SolutionContainerManagerComponent? solutions = null)
|
||||
{
|
||||
if (!Resolve(uid, ref stomach, ref solutions, false))
|
||||
return false;
|
||||
|
||||
if (!_solutionContainerSystem.ResolveSolution((uid, solutions), DefaultSolutionName, ref stomach.Solution)
|
||||
if (!Resolve(uid, ref stomach, ref solutions, logMissing: false)
|
||||
|| !_solutionContainerSystem.ResolveSolution((uid, solutions), DefaultSolutionName, ref stomach.Solution)
|
||||
|| !CanTransferSolution(uid, solution, stomach, solutions))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
_solutionContainerSystem.TryAddSolution(stomach.Solution.Value, solution);
|
||||
// Add each reagent to ReagentDeltas. Used to track how long each reagent has been in the stomach
|
||||
|
||||
@@ -1,73 +1,95 @@
|
||||
using Content.Server.Body.Components;
|
||||
using Content.Server.Body.Components;
|
||||
using Content.Server.Temperature.Components;
|
||||
using Content.Server.Temperature.Systems;
|
||||
using Content.Shared.ActionBlocker;
|
||||
using Robust.Shared.Timing;
|
||||
|
||||
namespace Content.Server.Body.Systems;
|
||||
|
||||
public sealed class ThermalRegulatorSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly IGameTiming _gameTiming = default!;
|
||||
[Dependency] private readonly TemperatureSystem _tempSys = default!;
|
||||
[Dependency] private readonly ActionBlockerSystem _actionBlockerSys = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
SubscribeLocalEvent<ThermalRegulatorComponent, MapInitEvent>(OnMapInit);
|
||||
SubscribeLocalEvent<ThermalRegulatorComponent, EntityUnpausedEvent>(OnUnpaused);
|
||||
}
|
||||
|
||||
private void OnMapInit(Entity<ThermalRegulatorComponent> ent, ref MapInitEvent args)
|
||||
{
|
||||
ent.Comp.NextUpdate = _gameTiming.CurTime + ent.Comp.UpdateInterval;
|
||||
}
|
||||
|
||||
private void OnUnpaused(Entity<ThermalRegulatorComponent> ent, ref EntityUnpausedEvent args)
|
||||
{
|
||||
ent.Comp.NextUpdate += args.PausedTime;
|
||||
}
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
var query = EntityQueryEnumerator<ThermalRegulatorComponent>();
|
||||
while (query.MoveNext(out var uid, out var regulator))
|
||||
{
|
||||
regulator.AccumulatedFrametime += frameTime;
|
||||
if (regulator.AccumulatedFrametime < 1)
|
||||
if (_gameTiming.CurTime < regulator.NextUpdate)
|
||||
continue;
|
||||
|
||||
regulator.AccumulatedFrametime -= 1;
|
||||
ProcessThermalRegulation(uid, regulator);
|
||||
regulator.NextUpdate += regulator.UpdateInterval;
|
||||
ProcessThermalRegulation((uid, regulator));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Processes thermal regulation for a mob
|
||||
/// </summary>
|
||||
private void ProcessThermalRegulation(EntityUid uid, ThermalRegulatorComponent comp)
|
||||
private void ProcessThermalRegulation(Entity<ThermalRegulatorComponent, TemperatureComponent?> ent)
|
||||
{
|
||||
if (!EntityManager.TryGetComponent(uid, out TemperatureComponent? temperatureComponent)) return;
|
||||
if (!Resolve(ent, ref ent.Comp2, logMissing: false))
|
||||
return;
|
||||
|
||||
var totalMetabolismTempChange = comp.MetabolismHeat - comp.RadiatedHeat;
|
||||
var totalMetabolismTempChange = ent.Comp1.MetabolismHeat - ent.Comp1.RadiatedHeat;
|
||||
|
||||
// implicit heat regulation
|
||||
var tempDiff = Math.Abs(temperatureComponent.CurrentTemperature - comp.NormalBodyTemperature);
|
||||
var heatCapacity = _tempSys.GetHeatCapacity(uid, temperatureComponent);
|
||||
var tempDiff = Math.Abs(ent.Comp2.CurrentTemperature - ent.Comp1.NormalBodyTemperature);
|
||||
var heatCapacity = _tempSys.GetHeatCapacity(ent, ent);
|
||||
var targetHeat = tempDiff * heatCapacity;
|
||||
if (temperatureComponent.CurrentTemperature > comp.NormalBodyTemperature)
|
||||
if (ent.Comp2.CurrentTemperature > ent.Comp1.NormalBodyTemperature)
|
||||
{
|
||||
totalMetabolismTempChange -= Math.Min(targetHeat, comp.ImplicitHeatRegulation);
|
||||
totalMetabolismTempChange -= Math.Min(targetHeat, ent.Comp1.ImplicitHeatRegulation);
|
||||
}
|
||||
else
|
||||
{
|
||||
totalMetabolismTempChange += Math.Min(targetHeat, comp.ImplicitHeatRegulation);
|
||||
totalMetabolismTempChange += Math.Min(targetHeat, ent.Comp1.ImplicitHeatRegulation);
|
||||
}
|
||||
|
||||
_tempSys.ChangeHeat(uid, totalMetabolismTempChange, true, temperatureComponent);
|
||||
_tempSys.ChangeHeat(ent, totalMetabolismTempChange, ignoreHeatResistance: true, ent);
|
||||
|
||||
// recalc difference and target heat
|
||||
tempDiff = Math.Abs(temperatureComponent.CurrentTemperature - comp.NormalBodyTemperature);
|
||||
tempDiff = Math.Abs(ent.Comp2.CurrentTemperature - ent.Comp1.NormalBodyTemperature);
|
||||
targetHeat = tempDiff * heatCapacity;
|
||||
|
||||
// if body temperature is not within comfortable, thermal regulation
|
||||
// processes starts
|
||||
if (tempDiff > comp.ThermalRegulationTemperatureThreshold)
|
||||
if (tempDiff > ent.Comp1.ThermalRegulationTemperatureThreshold)
|
||||
return;
|
||||
|
||||
if (temperatureComponent.CurrentTemperature > comp.NormalBodyTemperature)
|
||||
if (ent.Comp2.CurrentTemperature > ent.Comp1.NormalBodyTemperature)
|
||||
{
|
||||
if (!_actionBlockerSys.CanSweat(uid)) return;
|
||||
_tempSys.ChangeHeat(uid, -Math.Min(targetHeat, comp.SweatHeatRegulation), true,
|
||||
temperatureComponent);
|
||||
if (!_actionBlockerSys.CanSweat(ent))
|
||||
return;
|
||||
|
||||
_tempSys.ChangeHeat(ent, -Math.Min(targetHeat, ent.Comp1.SweatHeatRegulation), ignoreHeatResistance: true, ent);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!_actionBlockerSys.CanShiver(uid)) return;
|
||||
_tempSys.ChangeHeat(uid, Math.Min(targetHeat, comp.ShiveringHeatRegulation), true,
|
||||
temperatureComponent);
|
||||
if (!_actionBlockerSys.CanShiver(ent))
|
||||
return;
|
||||
|
||||
_tempSys.ChangeHeat(ent, Math.Min(targetHeat, ent.Comp1.ShiveringHeatRegulation), ignoreHeatResistance: true, ent);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user