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:
0x6273
2024-03-28 01:48:37 +01:00
committed by GitHub
parent 527c2c42ed
commit 37b8d78dac
32 changed files with 916 additions and 820 deletions

View File

@@ -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);
}
}
}