Fix breathing once and for all (#1996)
* Fix breathing * WIP changes because I don't trust git stash after 2 weeks * My imports * Add gasping, adjust breathing values and fix test * Make the gasp message appear to others * Add PopupMessageEveryone extension * Change used percentage to use a single number instead * Remove unnecessary logging * Fix air consistency test * Add test map to SkippedMaps array
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@@ -3,16 +3,16 @@ using System.Collections.Generic;
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using System.Linq;
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using Content.Server.Atmos;
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using Content.Server.GameObjects.Components.Body.Circulatory;
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using Content.Server.GameObjects.Components.Body.Respiratory;
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using Content.Server.GameObjects.Components.Temperature;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.Atmos;
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using Content.Shared.Chemistry;
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using Content.Shared.Damage;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.Chemistry;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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@@ -28,7 +28,6 @@ namespace Content.Server.GameObjects.Components.Metabolism
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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public override string Name => "Metabolism";
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private float _accumulatedFrameTime;
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@@ -85,7 +84,7 @@ namespace Content.Server.GameObjects.Components.Metabolism
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/// </summary>
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public float ThermalRegulationTemperatureThreshold { get; private set; }
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[ViewVariables] public bool Suffocating => SuffocatingPercentage() > 0;
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[ViewVariables] public bool Suffocating { get; private set; }
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public override void ExposeData(ObjectSerializer serializer)
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{
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@@ -156,12 +155,16 @@ namespace Content.Server.GameObjects.Components.Metabolism
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private float GasProducedMultiplier(Gas gas, float usedAverage)
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{
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if (!NeedsGases.TryGetValue(gas, out var needs) ||
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!ProducesGases.TryGetValue(gas, out var produces))
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if (!ProducesGases.TryGetValue(gas, out var produces))
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{
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return 0;
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}
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if (!NeedsGases.TryGetValue(gas, out var needs))
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{
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needs = 1;
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}
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return needs * produces * usedAverage;
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}
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@@ -177,31 +180,44 @@ namespace Content.Server.GameObjects.Components.Metabolism
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return;
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}
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var usedPercentages = new float[Atmospherics.TotalNumberOfGases];
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var needs = NeedsAndDeficit(frameTime);
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var used = 0f;
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foreach (var (gas, amountNeeded) in needs)
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{
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var bloodstreamAmount = bloodstream.Air.GetMoles(gas);
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var deficit = 0f;
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if (bloodstreamAmount >= amountNeeded)
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if (bloodstreamAmount < amountNeeded)
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{
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bloodstream.Air.AdjustMoles(gas, -amountNeeded);
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// Panic inhale
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if (Owner.TryGetComponent(out LungComponent lung))
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{
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lung.Gasp();
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bloodstreamAmount = bloodstream.Air.GetMoles(gas);
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}
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deficit = Math.Max(0, amountNeeded - bloodstreamAmount);
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if (deficit > 0)
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{
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bloodstream.Air.SetMoles(gas, 0);
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}
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else
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{
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bloodstream.Air.AdjustMoles(gas, -amountNeeded);
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}
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}
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else
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{
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deficit = amountNeeded - bloodstreamAmount;
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bloodstream.Air.SetMoles(gas, 0);
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bloodstream.Air.AdjustMoles(gas, -amountNeeded);
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}
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DeficitGases[gas] = deficit;
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var used = amountNeeded - deficit;
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usedPercentages[(int) gas] = used / amountNeeded;
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used += (amountNeeded - deficit) / amountNeeded;
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}
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var usedAverage = usedPercentages.Average();
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var produced = GasProduced(usedAverage);
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var produced = GasProduced(used / needs.Count);
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foreach (var (gas, amountProduced) in produced)
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{
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@@ -280,7 +296,6 @@ namespace Content.Server.GameObjects.Components.Metabolism
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}
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}
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/// <summary>
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/// Loops through each reagent in _internalSolution,
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/// and calls <see cref="IMetabolizable.Metabolize"/> for each of them.
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@@ -338,42 +353,65 @@ namespace Content.Server.GameObjects.Components.Metabolism
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return;
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}
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ProcessGases(_accumulatedFrameTime);
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ProcessNutrients(_accumulatedFrameTime);
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ProcessThermalRegulation(_accumulatedFrameTime);
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_accumulatedFrameTime -= 1;
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ProcessGases(frameTime);
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ProcessNutrients(frameTime);
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ProcessThermalRegulation(frameTime);
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if (Suffocating)
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if (SuffocatingPercentage() > 0)
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{
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// damageable.ChangeDamage(DamageClass.Airloss, _suffocationDamage, false);
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TakeSuffocationDamage();
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return;
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}
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StopSuffocation();
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}
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public void Transfer(BloodstreamComponent @from, GasMixture to, Gas gas, float pressure)
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private void TakeSuffocationDamage()
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{
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var transfer = new GasMixture();
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var molesInBlood = @from.Air.GetMoles(gas);
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Suffocating = true;
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transfer.SetMoles(gas, molesInBlood);
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transfer.ReleaseGasTo(to, pressure);
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if (!Owner.TryGetComponent(out IDamageableComponent damageable))
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{
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return;
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}
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@from.Air.Merge(transfer);
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damageable.ChangeDamage(DamageClass.Airloss, _suffocationDamage, false);
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}
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public GasMixture Clean(BloodstreamComponent bloodstream, float pressure = 100)
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private void StopSuffocation()
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{
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var gasMixture = new GasMixture(bloodstream.Air.Volume);
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Suffocating = false;
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}
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public GasMixture Clean(BloodstreamComponent bloodstream)
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{
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var gasMixture = new GasMixture(bloodstream.Air.Volume)
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{
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Temperature = bloodstream.Air.Temperature
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};
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for (Gas gas = 0; gas < (Gas) Atmospherics.TotalNumberOfGases; gas++)
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{
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if (NeedsGases.TryGetValue(gas, out var needed) &&
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bloodstream.Air.GetMoles(gas) < needed * 1.5f)
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float amount;
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var molesInBlood = bloodstream.Air.GetMoles(gas);
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if (!NeedsGases.TryGetValue(gas, out var needed))
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{
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continue;
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amount = molesInBlood;
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}
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else
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{
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var overflowThreshold = needed * 1.5f;
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amount = molesInBlood > overflowThreshold
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? molesInBlood - overflowThreshold
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: 0;
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}
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Transfer(bloodstream, gasMixture, gas, pressure);
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gasMixture.AdjustMoles(gas, amount);
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bloodstream.Air.AdjustMoles(gas, -amount);
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}
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return gasMixture;
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