Merge branch 'master' into replace-sounds-with-sound-specifier

This commit is contained in:
ShadowCommander
2021-08-10 15:05:49 -07:00
183 changed files with 5472 additions and 2022 deletions

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@@ -1,7 +1,6 @@
using System.Linq;
using Content.Server.Body.Circulatory;
using Content.Shared.Body.Networks;
using Content.Shared.Chemistry.Metabolizable;
using Content.Shared.Chemistry.Reagent;
using Robust.Shared.IoC;
using Robust.Shared.Prototypes;
@@ -13,52 +12,8 @@ namespace Content.Server.Body.Behavior
/// </summary>
public class LiverBehavior : MechanismBehavior
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
private float _accumulatedFrameTime;
/// <summary>
/// Delay time that determines how often to metabolise blood contents (in seconds).
/// </summary>
private float _updateIntervalSeconds = 1.0f;
/// <summary>
/// Whether the liver is functional.
/// </summary>
//[ViewVariables] private bool _liverFailing = false;
/// <summary>
/// Modifier for alcohol damage.
/// </summary>
//[DataField("alcoholLethality")]
//[ViewVariables] private float _alcoholLethality = 0.005f;
/// <summary>
/// Modifier for alcohol damage.
/// </summary>
//[DataField("alcoholExponent")]
//[ViewVariables] private float _alcoholExponent = 1.6f;
/// <summary>
/// Toxin volume that can be purged without damage.
/// </summary>
//[DataField("toxinTolerance")]
//[ViewVariables] private float _toxinTolerance = 3f;
/// <summary>
/// Toxin damage modifier.
/// </summary>
//[DataField("toxinLethality")]
//[ViewVariables] private float _toxinLethality = 0.01f;
/// <summary>
/// Loops through each reagent in _internalSolution,
/// and calls <see cref="IMetabolizable.Metabolize"/> for each of them.
/// Also handles toxins and alcohol.
/// </summary>
/// <param name="frameTime">
/// The time since the last update in seconds.
/// </param>
public override void Update(float frameTime)
{
if (Body == null)
@@ -68,51 +23,13 @@ namespace Content.Server.Body.Behavior
_accumulatedFrameTime += frameTime;
// Update at most once every _updateIntervalSeconds
if (_accumulatedFrameTime < _updateIntervalSeconds)
// Update at most once per second
if (_accumulatedFrameTime < 1)
{
return;
}
_accumulatedFrameTime -= _updateIntervalSeconds;
if (!Body.Owner.TryGetComponent(out BloodstreamComponent? bloodstream))
{
return;
}
if (bloodstream.Solution.CurrentVolume <= ReagentUnit.Zero)
{
return;
}
// Run metabolism for each reagent, remove metabolized reagents
// Using ToList here lets us edit reagents while iterating
foreach (var reagent in bloodstream.Solution.ReagentList.ToList())
{
if (!_prototypeManager.TryIndex(reagent.ReagentId, out ReagentPrototype? prototype))
{
continue;
}
// How much reagent is available to metabolise?
// This needs to be passed to other functions that have metabolism rate information, such that they don't "overmetabolise" a reagent.
var availableReagent = bloodstream.Solution.Solution.GetReagentQuantity(reagent.ReagentId);
//TODO BODY Check if it's a Toxin. If volume < _toxinTolerance, just remove it. If greater, add damage = volume * _toxinLethality
//TODO BODY Check if it has BoozePower > 0. Affect drunkenness, apply damage. Proposed formula (SS13-derived): damage = sqrt(volume) * BoozePower^_alcoholExponent * _alcoholLethality / 10
//TODO BODY Liver failure.
//TODO Make sure reagent prototypes actually have the toxin and boozepower vars set.
// Run metabolism code for each reagent
foreach (var metabolizable in prototype.Metabolism)
{
var reagentDelta = metabolizable.Metabolize(Body.Owner, reagent.ReagentId, _updateIntervalSeconds, availableReagent);
bloodstream.Solution.TryRemoveReagent(reagent.ReagentId, reagentDelta);
availableReagent -= reagentDelta;
}
}
_accumulatedFrameTime -= 1;
}
}
}

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@@ -2,8 +2,8 @@ using System;
using System.Linq;
using Content.Server.Atmos;
using Content.Server.Atmos.EntitySystems;
using Content.Server.Body.Respiratory;
using Content.Server.Chemistry.Components;
using Content.Server.Metabolism;
using Content.Shared.Atmos;
using Content.Shared.Body.Networks;
using Content.Shared.Chemistry.Reagent;
@@ -72,7 +72,7 @@ namespace Content.Server.Body.Circulatory
{
var atmosphereSystem = EntitySystem.Get<AtmosphereSystem>();
if (!Owner.TryGetComponent(out MetabolismComponent? metabolism))
if (!Owner.TryGetComponent(out RespiratorComponent? metabolism))
{
atmosphereSystem.Merge(to, Air);
Air.Clear();

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@@ -0,0 +1,57 @@
using System.Collections.Generic;
using System.ComponentModel.DataAnnotations;
using Content.Shared.Chemistry.Reagent;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Dictionary;
namespace Content.Server.Body.Metabolism
{
/// <summary>
/// Handles metabolizing various reagents with given effects.
/// </summary>
[RegisterComponent]
public class MetabolizerComponent : Component
{
public override string Name => "Metabolizer";
public float AccumulatedFrametime = 0.0f;
/// <summary>
/// How often to metabolize reagents, in seconds.
/// </summary>
/// <returns></returns>
[DataField("updateFrequency")]
public float UpdateFrequency = 1.0f;
/// <summary>
/// Whether this metabolizer should attempt to metabolize chemicals in its parent bodies' bloodstream,
/// as opposed to a solution container on the metabolizing entity itself.
/// </summary>
[DataField("takeFromBloodstream")]
public bool TakeFromBloodstream = true;
/// <summary>
/// A dictionary mapping reagent string IDs to a list of effects & associated metabolism rate.
/// </summary>
/// <returns></returns>
[DataField("metabolisms", required: true, customTypeSerializer:typeof(PrototypeIdDictionarySerializer<ReagentEffectsEntry, ReagentPrototype>))]
public Dictionary<string, ReagentEffectsEntry> Metabolisms = default!;
}
[DataDefinition]
public class ReagentEffectsEntry
{
/// <summary>
/// Amount of reagent to metabolize, per metabolism cycle.
/// </summary>
[DataField("metabolismRate")]
public ReagentUnit MetabolismRate = ReagentUnit.New(1.0f);
/// <summary>
/// A list of effects to apply when these reagents are metabolized.
/// </summary>
[DataField("effects", required: true)]
public ReagentEffect[] Effects = default!;
}
}

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@@ -0,0 +1,107 @@
using System.Collections.Generic;
using System.Linq;
using Content.Server.Body.Circulatory;
using Content.Server.Chemistry.Components;
using Content.Shared.Body.Components;
using Content.Shared.Body.Mechanism;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.Chemistry.Solution;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Prototypes;
namespace Content.Server.Body.Metabolism
{
// TODO mirror in the future working on mechanisms move updating here to BodySystem so it can be ordered?
public class MetabolizerSystem : EntitySystem
{
public override void Update(float frameTime)
{
base.Update(frameTime);
foreach (var metab in ComponentManager.EntityQuery<MetabolizerComponent>(false))
{
metab.AccumulatedFrametime += frameTime;
// Only update as frequently as it should
if (metab.AccumulatedFrametime >= metab.UpdateFrequency)
{
metab.AccumulatedFrametime = 0.0f;
TryMetabolize(metab);
}
}
}
private void TryMetabolize(MetabolizerComponent comp)
{
var owner = comp.Owner;
var reagentList = new List<Solution.ReagentQuantity>();
SolutionContainerComponent? solution = null;
SharedBodyComponent? body = null;
// if this field is passed we should try and take from the bloodstream over anything else
if (comp.TakeFromBloodstream && owner.TryGetComponent<SharedMechanismComponent>(out var mech))
{
body = mech.Body;
if (body != null)
{
if (body.Owner.TryGetComponent<BloodstreamComponent>(out var bloodstream)
&& bloodstream.Solution.CurrentVolume >= ReagentUnit.Zero)
{
solution = bloodstream.Solution;
reagentList = bloodstream.Solution.ReagentList.ToList();
}
}
}
else if (owner.TryGetComponent<SolutionContainerComponent>(out var sol))
{
// if we have no mechanism/body but a solution container instead,
// we'll just use that to metabolize from
solution = sol;
reagentList = sol.ReagentList.ToList();
}
if (solution == null || reagentList.Count == 0)
{
// We're all outta ideas on where to metabolize from
return;
}
// Run metabolism for each reagent, remove metabolized reagents
foreach (var reagent in reagentList)
{
if (!comp.Metabolisms.ContainsKey(reagent.ReagentId))
continue;
var metabolism = comp.Metabolisms[reagent.ReagentId];
// Run metabolism code for each reagent
foreach (var effect in metabolism.Effects)
{
var ent = body != null ? body.Owner : owner;
var conditionsMet = true;
if (effect.Conditions != null)
{
// yes this is 3 nested for loops, but all of these lists are
// basically guaranteed to be small or empty
foreach (var condition in effect.Conditions)
{
if (!condition.Condition(ent, reagent))
{
conditionsMet = false;
break;
}
}
}
if (!conditionsMet)
return;
// If we're part of a body, pass that entity to Metabolize
// 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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@@ -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;
}
}
}

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@@ -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);
}
}
}
}