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
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@@ -35,9 +35,21 @@ public sealed class RespiratorSystem : EntitySystem
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// We want to process lung reagents before we inhale new reagents.
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UpdatesAfter.Add(typeof(MetabolizerSystem));
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SubscribeLocalEvent<RespiratorComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<RespiratorComponent, EntityUnpausedEvent>(OnUnpaused);
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SubscribeLocalEvent<RespiratorComponent, ApplyMetabolicMultiplierEvent>(OnApplyMetabolicMultiplier);
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}
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private void OnMapInit(Entity<RespiratorComponent> ent, ref MapInitEvent args)
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{
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ent.Comp.NextUpdate = _gameTiming.CurTime + ent.Comp.UpdateInterval;
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}
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private void OnUnpaused(Entity<RespiratorComponent> ent, ref EntityUnpausedEvent args)
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{
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ent.Comp.NextUpdate += args.PausedTime;
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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@@ -45,17 +57,15 @@ public sealed class RespiratorSystem : EntitySystem
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var query = EntityQueryEnumerator<RespiratorComponent, BodyComponent>();
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while (query.MoveNext(out var uid, out var respirator, out var body))
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{
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if (_gameTiming.CurTime < respirator.NextUpdate)
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continue;
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respirator.NextUpdate += respirator.UpdateInterval;
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if (_mobState.IsDead(uid))
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{
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continue;
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}
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respirator.AccumulatedFrametime += frameTime;
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if (respirator.AccumulatedFrametime < respirator.CycleDelay)
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continue;
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respirator.AccumulatedFrametime -= respirator.CycleDelay;
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UpdateSaturation(uid, -respirator.CycleDelay, respirator);
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UpdateSaturation(uid, -(float) respirator.UpdateInterval.TotalSeconds, respirator);
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if (!_mobState.IsIncapacitated(uid)) // cannot breathe in crit.
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{
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@@ -80,30 +90,30 @@ public sealed class RespiratorSystem : EntitySystem
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_popupSystem.PopupEntity(Loc.GetString("lung-behavior-gasp"), uid);
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}
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TakeSuffocationDamage(uid, respirator);
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TakeSuffocationDamage((uid, respirator));
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respirator.SuffocationCycles += 1;
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continue;
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}
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StopSuffocation(uid, respirator);
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StopSuffocation((uid, respirator));
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respirator.SuffocationCycles = 0;
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}
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}
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public void Inhale(EntityUid uid, BodyComponent? body = null)
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{
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if (!Resolve(uid, ref body, false))
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if (!Resolve(uid, ref body, logMissing: false))
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return;
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var organs = _bodySystem.GetBodyOrganComponents<LungComponent>(uid, body);
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// Inhale gas
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var ev = new InhaleLocationEvent();
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RaiseLocalEvent(uid, ev);
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RaiseLocalEvent(uid, ref ev, broadcast: false);
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ev.Gas ??= _atmosSys.GetContainingMixture(uid, false, true);
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ev.Gas ??= _atmosSys.GetContainingMixture(uid, excite: true);
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if (ev.Gas == null)
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if (ev.Gas is null)
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{
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return;
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}
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@@ -122,7 +132,7 @@ public sealed class RespiratorSystem : EntitySystem
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public void Exhale(EntityUid uid, BodyComponent? body = null)
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{
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if (!Resolve(uid, ref body, false))
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if (!Resolve(uid, ref body, logMissing: false))
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return;
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var organs = _bodySystem.GetBodyOrganComponents<LungComponent>(uid, body);
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@@ -130,11 +140,11 @@ public sealed class RespiratorSystem : EntitySystem
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// exhale gas
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var ev = new ExhaleLocationEvent();
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RaiseLocalEvent(uid, ev, false);
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RaiseLocalEvent(uid, ref ev, broadcast: false);
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if (ev.Gas == null)
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if (ev.Gas is null)
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{
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ev.Gas = _atmosSys.GetContainingMixture(uid, false, true);
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ev.Gas = _atmosSys.GetContainingMixture(uid, excite: true);
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// Walls and grids without atmos comp return null. I guess it makes sense to not be able to exhale in walls,
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// but this also means you cannot exhale on some grids.
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@@ -154,37 +164,37 @@ public sealed class RespiratorSystem : EntitySystem
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_atmosSys.Merge(ev.Gas, outGas);
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}
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private void TakeSuffocationDamage(EntityUid uid, RespiratorComponent respirator)
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private void TakeSuffocationDamage(Entity<RespiratorComponent> ent)
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{
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if (respirator.SuffocationCycles == 2)
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_adminLogger.Add(LogType.Asphyxiation, $"{ToPrettyString(uid):entity} started suffocating");
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if (ent.Comp.SuffocationCycles == 2)
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_adminLogger.Add(LogType.Asphyxiation, $"{ToPrettyString(ent):entity} started suffocating");
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if (respirator.SuffocationCycles >= respirator.SuffocationCycleThreshold)
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if (ent.Comp.SuffocationCycles >= ent.Comp.SuffocationCycleThreshold)
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{
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// TODO: This is not going work with multiple different lungs, if that ever becomes a possibility
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var organs = _bodySystem.GetBodyOrganComponents<LungComponent>(uid);
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var organs = _bodySystem.GetBodyOrganComponents<LungComponent>(ent);
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foreach (var (comp, _) in organs)
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{
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_alertsSystem.ShowAlert(uid, comp.Alert);
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_alertsSystem.ShowAlert(ent, comp.Alert);
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}
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}
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_damageableSys.TryChangeDamage(uid, respirator.Damage, false, false);
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_damageableSys.TryChangeDamage(ent, ent.Comp.Damage, interruptsDoAfters: false);
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}
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private void StopSuffocation(EntityUid uid, RespiratorComponent respirator)
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private void StopSuffocation(Entity<RespiratorComponent> ent)
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{
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if (respirator.SuffocationCycles >= 2)
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_adminLogger.Add(LogType.Asphyxiation, $"{ToPrettyString(uid):entity} stopped suffocating");
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if (ent.Comp.SuffocationCycles >= 2)
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_adminLogger.Add(LogType.Asphyxiation, $"{ToPrettyString(ent):entity} stopped suffocating");
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// TODO: This is not going work with multiple different lungs, if that ever becomes a possibility
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var organs = _bodySystem.GetBodyOrganComponents<LungComponent>(uid);
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var organs = _bodySystem.GetBodyOrganComponents<LungComponent>(ent);
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foreach (var (comp, _) in organs)
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{
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_alertsSystem.ClearAlert(uid, comp.Alert);
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_alertsSystem.ClearAlert(ent, comp.Alert);
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}
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_damageableSys.TryChangeDamage(uid, respirator.DamageRecovery);
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_damageableSys.TryChangeDamage(ent, ent.Comp.DamageRecovery);
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}
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public void UpdateSaturation(EntityUid uid, float amount,
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@@ -198,35 +208,29 @@ public sealed class RespiratorSystem : EntitySystem
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Math.Clamp(respirator.Saturation, respirator.MinSaturation, respirator.MaxSaturation);
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}
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private void OnApplyMetabolicMultiplier(EntityUid uid, RespiratorComponent component,
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ApplyMetabolicMultiplierEvent args)
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private void OnApplyMetabolicMultiplier(
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Entity<RespiratorComponent> ent,
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ref ApplyMetabolicMultiplierEvent args)
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{
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if (args.Apply)
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{
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component.CycleDelay *= args.Multiplier;
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component.Saturation *= args.Multiplier;
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component.MaxSaturation *= args.Multiplier;
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component.MinSaturation *= args.Multiplier;
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ent.Comp.UpdateInterval *= args.Multiplier;
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ent.Comp.Saturation *= args.Multiplier;
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ent.Comp.MaxSaturation *= args.Multiplier;
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ent.Comp.MinSaturation *= args.Multiplier;
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return;
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}
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// This way we don't have to worry about it breaking if the stasis bed component is destroyed
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component.CycleDelay /= args.Multiplier;
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component.Saturation /= args.Multiplier;
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component.MaxSaturation /= args.Multiplier;
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component.MinSaturation /= args.Multiplier;
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// Reset the accumulator properly
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if (component.AccumulatedFrametime >= component.CycleDelay)
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component.AccumulatedFrametime = component.CycleDelay;
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ent.Comp.UpdateInterval /= args.Multiplier;
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ent.Comp.Saturation /= args.Multiplier;
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ent.Comp.MaxSaturation /= args.Multiplier;
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ent.Comp.MinSaturation /= args.Multiplier;
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}
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}
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public sealed class InhaleLocationEvent : EntityEventArgs
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{
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public GasMixture? Gas;
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}
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[ByRefEvent]
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public record struct InhaleLocationEvent(GasMixture? Gas);
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public sealed class ExhaleLocationEvent : EntityEventArgs
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{
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public GasMixture? Gas;
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}
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[ByRefEvent]
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public record struct ExhaleLocationEvent(GasMixture? Gas);
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