Merge branch 'master' into replace-sounds-with-sound-specifier
This commit is contained in:
@@ -1,7 +1,6 @@
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using System.Linq;
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using Content.Server.Body.Circulatory;
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using Content.Shared.Body.Networks;
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using Content.Shared.Chemistry.Metabolizable;
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using Content.Shared.Chemistry.Reagent;
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using Robust.Shared.IoC;
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using Robust.Shared.Prototypes;
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@@ -13,52 +12,8 @@ namespace Content.Server.Body.Behavior
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/// </summary>
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public class LiverBehavior : MechanismBehavior
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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private float _accumulatedFrameTime;
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/// <summary>
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/// Delay time that determines how often to metabolise blood contents (in seconds).
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/// </summary>
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private float _updateIntervalSeconds = 1.0f;
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/// <summary>
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/// Whether the liver is functional.
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/// </summary>
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//[ViewVariables] private bool _liverFailing = false;
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/// <summary>
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/// Modifier for alcohol damage.
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/// </summary>
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//[DataField("alcoholLethality")]
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//[ViewVariables] private float _alcoholLethality = 0.005f;
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/// <summary>
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/// Modifier for alcohol damage.
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/// </summary>
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//[DataField("alcoholExponent")]
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//[ViewVariables] private float _alcoholExponent = 1.6f;
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/// <summary>
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/// Toxin volume that can be purged without damage.
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/// </summary>
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//[DataField("toxinTolerance")]
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//[ViewVariables] private float _toxinTolerance = 3f;
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/// <summary>
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/// Toxin damage modifier.
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/// </summary>
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//[DataField("toxinLethality")]
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//[ViewVariables] private float _toxinLethality = 0.01f;
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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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/// Also handles toxins and alcohol.
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/// </summary>
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/// <param name="frameTime">
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/// The time since the last update in seconds.
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/// </param>
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public override void Update(float frameTime)
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{
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if (Body == null)
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@@ -68,51 +23,13 @@ namespace Content.Server.Body.Behavior
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_accumulatedFrameTime += frameTime;
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// Update at most once every _updateIntervalSeconds
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if (_accumulatedFrameTime < _updateIntervalSeconds)
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// Update at most once per second
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if (_accumulatedFrameTime < 1)
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{
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return;
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}
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_accumulatedFrameTime -= _updateIntervalSeconds;
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if (!Body.Owner.TryGetComponent(out BloodstreamComponent? bloodstream))
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{
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return;
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}
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if (bloodstream.Solution.CurrentVolume <= ReagentUnit.Zero)
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{
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return;
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}
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// Run metabolism for each reagent, remove metabolized reagents
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// Using ToList here lets us edit reagents while iterating
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foreach (var reagent in bloodstream.Solution.ReagentList.ToList())
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{
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if (!_prototypeManager.TryIndex(reagent.ReagentId, out ReagentPrototype? prototype))
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{
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continue;
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}
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// How much reagent is available to metabolise?
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// This needs to be passed to other functions that have metabolism rate information, such that they don't "overmetabolise" a reagent.
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var availableReagent = bloodstream.Solution.Solution.GetReagentQuantity(reagent.ReagentId);
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//TODO BODY Check if it's a Toxin. If volume < _toxinTolerance, just remove it. If greater, add damage = volume * _toxinLethality
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//TODO BODY Check if it has BoozePower > 0. Affect drunkenness, apply damage. Proposed formula (SS13-derived): damage = sqrt(volume) * BoozePower^_alcoholExponent * _alcoholLethality / 10
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//TODO BODY Liver failure.
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//TODO Make sure reagent prototypes actually have the toxin and boozepower vars set.
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// Run metabolism code for each reagent
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foreach (var metabolizable in prototype.Metabolism)
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{
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var reagentDelta = metabolizable.Metabolize(Body.Owner, reagent.ReagentId, _updateIntervalSeconds, availableReagent);
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bloodstream.Solution.TryRemoveReagent(reagent.ReagentId, reagentDelta);
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availableReagent -= reagentDelta;
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}
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}
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_accumulatedFrameTime -= 1;
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}
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}
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}
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@@ -2,8 +2,8 @@ using System;
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using System.Linq;
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using Content.Server.Atmos;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Body.Respiratory;
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using Content.Server.Chemistry.Components;
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using Content.Server.Metabolism;
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using Content.Shared.Atmos;
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using Content.Shared.Body.Networks;
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using Content.Shared.Chemistry.Reagent;
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@@ -72,7 +72,7 @@ namespace Content.Server.Body.Circulatory
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{
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var atmosphereSystem = EntitySystem.Get<AtmosphereSystem>();
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if (!Owner.TryGetComponent(out MetabolismComponent? metabolism))
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if (!Owner.TryGetComponent(out RespiratorComponent? metabolism))
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{
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atmosphereSystem.Merge(to, Air);
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Air.Clear();
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57
Content.Server/Body/Metabolism/MetabolizerComponent.cs
Normal file
57
Content.Server/Body/Metabolism/MetabolizerComponent.cs
Normal file
@@ -0,0 +1,57 @@
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using System.Collections.Generic;
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using System.ComponentModel.DataAnnotations;
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using Content.Shared.Chemistry.Reagent;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Dictionary;
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namespace Content.Server.Body.Metabolism
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{
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/// <summary>
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/// Handles metabolizing various reagents with given effects.
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/// </summary>
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[RegisterComponent]
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public class MetabolizerComponent : Component
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{
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public override string Name => "Metabolizer";
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public float AccumulatedFrametime = 0.0f;
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/// <summary>
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/// How often to metabolize reagents, in seconds.
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/// </summary>
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/// <returns></returns>
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[DataField("updateFrequency")]
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public float UpdateFrequency = 1.0f;
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/// <summary>
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/// Whether this metabolizer should attempt to metabolize chemicals in its parent bodies' bloodstream,
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/// as opposed to a solution container on the metabolizing entity itself.
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/// </summary>
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[DataField("takeFromBloodstream")]
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public bool TakeFromBloodstream = true;
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/// <summary>
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/// A dictionary mapping reagent string IDs to a list of effects & associated metabolism rate.
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/// </summary>
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/// <returns></returns>
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[DataField("metabolisms", required: true, customTypeSerializer:typeof(PrototypeIdDictionarySerializer<ReagentEffectsEntry, ReagentPrototype>))]
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public Dictionary<string, ReagentEffectsEntry> Metabolisms = default!;
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}
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[DataDefinition]
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public class ReagentEffectsEntry
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{
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/// <summary>
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/// Amount of reagent to metabolize, per metabolism cycle.
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/// </summary>
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[DataField("metabolismRate")]
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public ReagentUnit MetabolismRate = ReagentUnit.New(1.0f);
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/// <summary>
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/// A list of effects to apply when these reagents are metabolized.
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/// </summary>
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[DataField("effects", required: true)]
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public ReagentEffect[] Effects = default!;
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}
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}
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107
Content.Server/Body/Metabolism/MetabolizerSystem.cs
Normal file
107
Content.Server/Body/Metabolism/MetabolizerSystem.cs
Normal file
@@ -0,0 +1,107 @@
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.Body.Circulatory;
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using Content.Server.Chemistry.Components;
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using Content.Shared.Body.Components;
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using Content.Shared.Body.Mechanism;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Chemistry.Solution;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Body.Metabolism
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{
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// TODO mirror in the future working on mechanisms move updating here to BodySystem so it can be ordered?
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public class MetabolizerSystem : EntitySystem
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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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foreach (var metab in ComponentManager.EntityQuery<MetabolizerComponent>(false))
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{
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metab.AccumulatedFrametime += frameTime;
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// Only update as frequently as it should
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if (metab.AccumulatedFrametime >= metab.UpdateFrequency)
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{
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metab.AccumulatedFrametime = 0.0f;
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TryMetabolize(metab);
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}
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}
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}
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private void TryMetabolize(MetabolizerComponent comp)
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{
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var owner = comp.Owner;
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var reagentList = new List<Solution.ReagentQuantity>();
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SolutionContainerComponent? solution = null;
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SharedBodyComponent? body = null;
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// if this field is passed we should try and take from the bloodstream over anything else
|
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if (comp.TakeFromBloodstream && owner.TryGetComponent<SharedMechanismComponent>(out var mech))
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{
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body = mech.Body;
|
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if (body != null)
|
||||
{
|
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if (body.Owner.TryGetComponent<BloodstreamComponent>(out var bloodstream)
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&& bloodstream.Solution.CurrentVolume >= ReagentUnit.Zero)
|
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{
|
||||
solution = bloodstream.Solution;
|
||||
reagentList = bloodstream.Solution.ReagentList.ToList();
|
||||
}
|
||||
}
|
||||
}
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else if (owner.TryGetComponent<SolutionContainerComponent>(out var sol))
|
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{
|
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// if we have no mechanism/body but a solution container instead,
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||||
// we'll just use that to metabolize from
|
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solution = sol;
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reagentList = sol.ReagentList.ToList();
|
||||
}
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if (solution == null || reagentList.Count == 0)
|
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{
|
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// We're all outta ideas on where to metabolize from
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||||
return;
|
||||
}
|
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|
||||
// Run metabolism for each reagent, remove metabolized reagents
|
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foreach (var reagent in reagentList)
|
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{
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if (!comp.Metabolisms.ContainsKey(reagent.ReagentId))
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||||
continue;
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||||
|
||||
var metabolism = comp.Metabolisms[reagent.ReagentId];
|
||||
// Run metabolism code for each reagent
|
||||
foreach (var effect in metabolism.Effects)
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{
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||||
var ent = body != null ? body.Owner : owner;
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||||
var conditionsMet = true;
|
||||
if (effect.Conditions != null)
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{
|
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// yes this is 3 nested for loops, but all of these lists are
|
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// basically guaranteed to be small or empty
|
||||
foreach (var condition in effect.Conditions)
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||||
{
|
||||
if (!condition.Condition(ent, reagent))
|
||||
{
|
||||
conditionsMet = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!conditionsMet)
|
||||
return;
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// If we're part of a body, pass that entity to Metabolize
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||||
// Otherwise, just pass our owner entity, maybe we're a plant or something
|
||||
effect.Metabolize(ent, reagent);
|
||||
}
|
||||
|
||||
solution.TryRemoveReagent(reagent.ReagentId, metabolism.MetabolismRate);
|
||||
}
|
||||
}
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||||
}
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||||
}
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||||
402
Content.Server/Body/Respiratory/RespiratorComponent.cs
Normal file
402
Content.Server/Body/Respiratory/RespiratorComponent.cs
Normal file
@@ -0,0 +1,402 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Content.Server.Alert;
|
||||
using Content.Server.Atmos;
|
||||
using Content.Server.Atmos.EntitySystems;
|
||||
using Content.Server.Body.Behavior;
|
||||
using Content.Server.Body.Circulatory;
|
||||
using Content.Server.Temperature.Components;
|
||||
using Content.Shared.ActionBlocker;
|
||||
using Content.Shared.Alert;
|
||||
using Content.Shared.Atmos;
|
||||
using Content.Shared.Body.Components;
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Damage.Components;
|
||||
using Content.Shared.MobState;
|
||||
using Content.Shared.Notification.Managers;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Content.Server.Body.Respiratory
|
||||
{
|
||||
[RegisterComponent]
|
||||
public class RespiratorComponent : Component
|
||||
{
|
||||
[ComponentDependency] private readonly SharedBodyComponent? _body = default!;
|
||||
|
||||
public override string Name => "Respirator";
|
||||
|
||||
private float _accumulatedFrameTime;
|
||||
|
||||
private bool _isShivering;
|
||||
private bool _isSweating;
|
||||
|
||||
[ViewVariables(VVAccess.ReadWrite)] [DataField("suffocationDamage")] private int _suffocationDamage = 1;
|
||||
|
||||
[ViewVariables(VVAccess.ReadWrite)] [DataField("suffocationDamageRecovery")] private int _suffocationDamageRecovery = 1;
|
||||
|
||||
[ViewVariables] [DataField("needsGases")] public Dictionary<Gas, float> NeedsGases { get; set; } = new();
|
||||
|
||||
[ViewVariables] [DataField("producesGases")] public Dictionary<Gas, float> ProducesGases { get; set; } = new();
|
||||
|
||||
[ViewVariables] [DataField("deficitGases")] public Dictionary<Gas, float> DeficitGases { get; set; } = new();
|
||||
|
||||
/// <summary>
|
||||
/// Heat generated due to metabolism. It's generated via metabolism
|
||||
/// </summary>
|
||||
[ViewVariables]
|
||||
[DataField("metabolismHeat")]
|
||||
public float MetabolismHeat { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Heat output via radiation.
|
||||
/// </summary>
|
||||
[ViewVariables]
|
||||
[DataField("radiatedHeat")]
|
||||
public float RadiatedHeat { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Maximum heat regulated via sweat
|
||||
/// </summary>
|
||||
[ViewVariables]
|
||||
[DataField("sweatHeatRegulation")]
|
||||
public float SweatHeatRegulation { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Maximum heat regulated via shivering
|
||||
/// </summary>
|
||||
[ViewVariables]
|
||||
[DataField("shiveringHeatRegulation")]
|
||||
public float ShiveringHeatRegulation { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Amount of heat regulation that represents thermal regulation processes not
|
||||
/// explicitly coded.
|
||||
/// </summary>
|
||||
[DataField("implicitHeatRegulation")]
|
||||
public float ImplicitHeatRegulation { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Normal body temperature
|
||||
/// </summary>
|
||||
[ViewVariables]
|
||||
[DataField("normalBodyTemperature")]
|
||||
public float NormalBodyTemperature { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Deviation from normal temperature for body to start thermal regulation
|
||||
/// </summary>
|
||||
[DataField("thermalRegulationTemperatureThreshold")]
|
||||
public float ThermalRegulationTemperatureThreshold { get; private set; }
|
||||
|
||||
[ViewVariables] public bool Suffocating { get; private set; }
|
||||
|
||||
private Dictionary<Gas, float> NeedsAndDeficit(float frameTime)
|
||||
{
|
||||
var needs = new Dictionary<Gas, float>(NeedsGases);
|
||||
foreach (var (gas, amount) in DeficitGases)
|
||||
{
|
||||
var newAmount = (needs.GetValueOrDefault(gas) + amount) * frameTime;
|
||||
needs[gas] = newAmount;
|
||||
}
|
||||
|
||||
return needs;
|
||||
}
|
||||
|
||||
private void ClampDeficit()
|
||||
{
|
||||
var deficitGases = new Dictionary<Gas, float>(DeficitGases);
|
||||
|
||||
foreach (var (gas, deficit) in deficitGases)
|
||||
{
|
||||
if (!NeedsGases.TryGetValue(gas, out var need))
|
||||
{
|
||||
DeficitGases.Remove(gas);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (deficit > need)
|
||||
{
|
||||
DeficitGases[gas] = need;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private float SuffocatingPercentage()
|
||||
{
|
||||
var total = 0f;
|
||||
|
||||
foreach (var (gas, deficit) in DeficitGases)
|
||||
{
|
||||
var lack = 1f;
|
||||
if (NeedsGases.TryGetValue(gas, out var needed))
|
||||
{
|
||||
lack = deficit / needed;
|
||||
}
|
||||
|
||||
total += lack / Atmospherics.TotalNumberOfGases;
|
||||
}
|
||||
|
||||
return total;
|
||||
}
|
||||
|
||||
private float GasProducedMultiplier(Gas gas, float usedAverage)
|
||||
{
|
||||
if (!ProducesGases.TryGetValue(gas, out var produces))
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
if (!NeedsGases.TryGetValue(gas, out var needs))
|
||||
{
|
||||
needs = 1;
|
||||
}
|
||||
|
||||
return needs * produces * usedAverage;
|
||||
}
|
||||
|
||||
private Dictionary<Gas, float> GasProduced(float usedAverage)
|
||||
{
|
||||
return ProducesGases.ToDictionary(pair => pair.Key, pair => GasProducedMultiplier(pair.Key, usedAverage));
|
||||
}
|
||||
|
||||
private void ProcessGases(float frameTime)
|
||||
{
|
||||
if (!Owner.TryGetComponent(out BloodstreamComponent? bloodstream))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (_body == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var lungs = _body.GetMechanismBehaviors<LungBehavior>().ToArray();
|
||||
|
||||
var needs = NeedsAndDeficit(frameTime);
|
||||
var used = 0f;
|
||||
foreach (var (gas, amountNeeded) in needs)
|
||||
{
|
||||
var bloodstreamAmount = bloodstream.Air.GetMoles(gas);
|
||||
var deficit = 0f;
|
||||
|
||||
if (bloodstreamAmount < amountNeeded)
|
||||
{
|
||||
if (!Owner.GetComponent<IMobStateComponent>().IsCritical())
|
||||
{
|
||||
// Panic inhale
|
||||
foreach (var lung in lungs)
|
||||
{
|
||||
lung.Gasp();
|
||||
}
|
||||
}
|
||||
|
||||
bloodstreamAmount = bloodstream.Air.GetMoles(gas);
|
||||
|
||||
deficit = Math.Max(0, amountNeeded - bloodstreamAmount);
|
||||
|
||||
if (deficit > 0)
|
||||
{
|
||||
bloodstream.Air.SetMoles(gas, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
bloodstream.Air.AdjustMoles(gas, -amountNeeded);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
bloodstream.Air.AdjustMoles(gas, -amountNeeded);
|
||||
}
|
||||
|
||||
DeficitGases[gas] = deficit;
|
||||
|
||||
|
||||
used += (amountNeeded - deficit) / amountNeeded;
|
||||
}
|
||||
|
||||
var produced = GasProduced(used / needs.Count);
|
||||
|
||||
foreach (var (gas, amountProduced) in produced)
|
||||
{
|
||||
bloodstream.Air.AdjustMoles(gas, amountProduced);
|
||||
}
|
||||
|
||||
ClampDeficit();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Process thermal regulation
|
||||
/// </summary>
|
||||
/// <param name="frameTime"></param>
|
||||
private void ProcessThermalRegulation(float frameTime)
|
||||
{
|
||||
if (!Owner.TryGetComponent(out TemperatureComponent? temperatureComponent)) return;
|
||||
temperatureComponent.ReceiveHeat(MetabolismHeat);
|
||||
temperatureComponent.RemoveHeat(RadiatedHeat);
|
||||
|
||||
// implicit heat regulation
|
||||
var tempDiff = Math.Abs(temperatureComponent.CurrentTemperature - NormalBodyTemperature);
|
||||
var targetHeat = tempDiff * temperatureComponent.HeatCapacity;
|
||||
if (temperatureComponent.CurrentTemperature > NormalBodyTemperature)
|
||||
{
|
||||
temperatureComponent.RemoveHeat(Math.Min(targetHeat, ImplicitHeatRegulation));
|
||||
}
|
||||
else
|
||||
{
|
||||
temperatureComponent.ReceiveHeat(Math.Min(targetHeat, ImplicitHeatRegulation));
|
||||
}
|
||||
|
||||
// recalc difference and target heat
|
||||
tempDiff = Math.Abs(temperatureComponent.CurrentTemperature - NormalBodyTemperature);
|
||||
targetHeat = tempDiff * temperatureComponent.HeatCapacity;
|
||||
|
||||
// if body temperature is not within comfortable, thermal regulation
|
||||
// processes starts
|
||||
if (tempDiff < ThermalRegulationTemperatureThreshold)
|
||||
{
|
||||
if (_isShivering || _isSweating)
|
||||
{
|
||||
Owner.PopupMessage(Loc.GetString("metabolism-component-is-comfortable"));
|
||||
}
|
||||
|
||||
_isShivering = false;
|
||||
_isSweating = false;
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
var actionBlocker = EntitySystem.Get<ActionBlockerSystem>();
|
||||
|
||||
if (temperatureComponent.CurrentTemperature > NormalBodyTemperature)
|
||||
{
|
||||
if (!actionBlocker.CanSweat(Owner)) return;
|
||||
if (!_isSweating)
|
||||
{
|
||||
Owner.PopupMessage(Loc.GetString("metabolism-component-is-sweating"));
|
||||
_isSweating = true;
|
||||
}
|
||||
|
||||
// creadth: sweating does not help in airless environment
|
||||
if (EntitySystem.Get<AtmosphereSystem>().GetTileMixture(Owner.Transform.Coordinates) is not {})
|
||||
{
|
||||
temperatureComponent.RemoveHeat(Math.Min(targetHeat, SweatHeatRegulation));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!actionBlocker.CanShiver(Owner)) return;
|
||||
if (!_isShivering)
|
||||
{
|
||||
Owner.PopupMessage(Loc.GetString("metabolism-component-is-shivering"));
|
||||
_isShivering = true;
|
||||
}
|
||||
|
||||
temperatureComponent.ReceiveHeat(Math.Min(targetHeat, ShiveringHeatRegulation));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Processes gases in the bloodstream.
|
||||
/// </summary>
|
||||
/// <param name="frameTime">
|
||||
/// The time since the last metabolism tick in seconds.
|
||||
/// </param>
|
||||
public void Update(float frameTime)
|
||||
{
|
||||
if (!Owner.TryGetComponent<IMobStateComponent>(out var state) ||
|
||||
state.IsDead())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_accumulatedFrameTime += frameTime;
|
||||
|
||||
if (_accumulatedFrameTime < 1)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
ProcessGases(_accumulatedFrameTime);
|
||||
ProcessThermalRegulation(_accumulatedFrameTime);
|
||||
|
||||
_accumulatedFrameTime -= 1;
|
||||
|
||||
if (SuffocatingPercentage() > 0)
|
||||
{
|
||||
TakeSuffocationDamage();
|
||||
return;
|
||||
}
|
||||
|
||||
StopSuffocation();
|
||||
}
|
||||
|
||||
private void TakeSuffocationDamage()
|
||||
{
|
||||
Suffocating = true;
|
||||
|
||||
if (Owner.TryGetComponent(out ServerAlertsComponent? alertsComponent))
|
||||
{
|
||||
alertsComponent.ShowAlert(AlertType.LowOxygen);
|
||||
}
|
||||
|
||||
if (!Owner.TryGetComponent(out IDamageableComponent? damageable))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
damageable.ChangeDamage(DamageType.Asphyxiation, _suffocationDamage, false);
|
||||
}
|
||||
|
||||
private void StopSuffocation()
|
||||
{
|
||||
Suffocating = false;
|
||||
|
||||
if (Owner.TryGetComponent(out IDamageableComponent? damageable))
|
||||
{
|
||||
damageable.ChangeDamage(DamageType.Asphyxiation, -_suffocationDamageRecovery, false);
|
||||
}
|
||||
|
||||
if (Owner.TryGetComponent(out ServerAlertsComponent? alertsComponent))
|
||||
{
|
||||
alertsComponent.ClearAlert(AlertType.LowOxygen);
|
||||
}
|
||||
}
|
||||
|
||||
public GasMixture Clean(BloodstreamComponent bloodstream)
|
||||
{
|
||||
var gasMixture = new GasMixture(bloodstream.Air.Volume)
|
||||
{
|
||||
Temperature = bloodstream.Air.Temperature
|
||||
};
|
||||
|
||||
for (Gas gas = 0; gas < (Gas) Atmospherics.TotalNumberOfGases; gas++)
|
||||
{
|
||||
float amount;
|
||||
var molesInBlood = bloodstream.Air.GetMoles(gas);
|
||||
|
||||
if (!NeedsGases.TryGetValue(gas, out var needed))
|
||||
{
|
||||
amount = molesInBlood;
|
||||
}
|
||||
else
|
||||
{
|
||||
var overflowThreshold = needed * 5f;
|
||||
|
||||
amount = molesInBlood > overflowThreshold
|
||||
? molesInBlood - overflowThreshold
|
||||
: 0;
|
||||
}
|
||||
|
||||
gasMixture.AdjustMoles(gas, amount);
|
||||
bloodstream.Air.AdjustMoles(gas, -amount);
|
||||
}
|
||||
|
||||
return gasMixture;
|
||||
}
|
||||
}
|
||||
}
|
||||
19
Content.Server/Body/Respiratory/RespiratorSystem.cs
Normal file
19
Content.Server/Body/Respiratory/RespiratorSystem.cs
Normal file
@@ -0,0 +1,19 @@
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.GameObjects;
|
||||
|
||||
namespace Content.Server.Body.Respiratory
|
||||
{
|
||||
[UsedImplicitly]
|
||||
public class RespiratorSystem : EntitySystem
|
||||
{
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
base.Update(frameTime);
|
||||
|
||||
foreach (var respirator in ComponentManager.EntityQuery<RespiratorComponent>(false))
|
||||
{
|
||||
respirator.Update(frameTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user