Bodysystem and damagesystem rework (#1544)
* Things and stuff with grids, unfinished w/ code debug changes. * Updated submodule and also lost some progress cause I fucked it up xd * First unfinished draft of the BodySystem. Doesn't compile. * More changes to make it compile, but still just a framework. Doesn't do anything at the moment. * Many cleanup changes. * Revert "Merge branch 'master' of https://github.com/GlassEclipse/space-station-14 into body_system" This reverts commit ddd4aebbc76cf2a0b7b102f72b93d55a0816c88c, reversing changes made to 12d0dd752706bdda8879393bd8191a1199a0c978. * Commit human.yml * Updated a lot of things to be more classy, more progress overall, etc. etc. * Latest update with many changes * Minor changes * Fixed Travis build bug * Adds first draft of Body Scanner console, apparently I also forgot to tie Mechanisms into body parts so now a heart just sits in the Torso like a good boy :) * Commit rest of stuff * Latest changes * Latest changes again * 14 naked cowboys * Yay! * Latest changes (probably doesnt compile) * Surgery!!!!!!!!!~1116y * Cleaned some stuff up * More cleanup * Refactoring of code. Basic surgery path now done. * Removed readme, has been added to HackMD * Fixes typo (and thus test errors) * WIP changes, committing so I can pull latest master changes * Still working on that god awful merge * Latest changes * Latest changes!! * Beginning of refactor to BoundUserInterface * Surgery! * Latest changes - fixes pr change requests and random fixes * oops * Fixes bodypart recursion * Beginning of work on revamping the damage system. * More latest changes * Latest changes * Finished merge * Commit before removing old healthcode * Almost done with removing speciescomponent... * It compiles!!! * yahoo more work * Fixes to make it work * Merge conflict fixes * Deleting species visualizer was a mistake * IDE warnings are VERBOTEN * makes the server not kill itself on startup, some cleanup (#1) * Namespaces, comments and exception fixes * Fix conveyor and conveyor switch serialization SS14 in reactive when * Move damage, acts and body to shared Damage cleanup Comment cleanup * Rename SpeciesComponent to RotationComponent and cleanup Damage cleanup Comment cleanup * Fix nullable warnings * Address old reviews Fix off welder suicide damage type, deathmatch and suspicion * Fix new test fail with units being able to accept items when unpowered * Remove RotationComponent, change references to IBodyManagerComponent * Add a bloodstream to humans * More cleanups * Add body conduits, connections, connectors substances and valves * Revert "Add body conduits, connections, connectors substances and valves" This reverts commit 9ab0b50e6b15fe98852d7b0836c0cdbf4bd76d20. * Implement the heart mechanism behavior with the circulatory network * Added network property to mechanism behaviors * Changed human organ sprites and added missing ones * Fix tests * Add individual body part sprite rendering * Fix error where dropped mechanisms are not initialized * Implement client/server body damage * Make DamageContainer take care of raising events * Reimplement medical scanner with the new body system * Improve the medical scanner ui * Merge conflict fixes * Fix crash when colliding with something * Fix microwave suicides and eyes sprite rendering * Fix nullable reference error * Fix up surgery client side * Fix missing using from merge conflict * Add breathing *inhale * Merge conflict fixes * Fix accumulatedframetime being reset to 0 instead of decreased by the threshold https://github.com/space-wizards/space-station-14/pull/1617 * Use and add to the new AtmosHelpers * Fix feet * Add proper coloring to dropped body parts * Fix Urist's lungs being too strong * Merge conflict fixes * Merge conflict fixes * Merge conflict fixes Co-authored-by: GlassEclipse <tsymall5@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
This commit is contained in:
@@ -1,111 +0,0 @@
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using System.Linq;
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using Content.Server.GameObjects.Components.Chemistry;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.Chemistry;
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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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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Metabolism
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{
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/// <summary>
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/// Handles all metabolism for mobs. All delivery methods eventually bring reagents
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/// to the bloodstream. For example, injectors put reagents directly into the bloodstream,
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/// and the stomach does with some delay.
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/// </summary>
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[RegisterComponent]
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public class BloodstreamComponent : Component
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{
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#pragma warning disable 649
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[Dependency] private readonly IPrototypeManager _prototypeManager;
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#pragma warning restore 649
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public override string Name => "Bloodstream";
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/// <summary>
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/// Internal solution for reagent storage
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/// </summary>
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[ViewVariables]
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private SolutionComponent _internalSolution;
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/// <summary>
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/// Max volume of internal solution storage
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/// </summary>
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[ViewVariables]
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private ReagentUnit _initialMaxVolume;
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/// <summary>
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/// Empty volume of internal solution
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/// </summary>
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public ReagentUnit EmptyVolume => _internalSolution.EmptyVolume;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _initialMaxVolume, "maxVolume", ReagentUnit.New(250));
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}
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protected override void Startup()
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{
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base.Startup();
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_internalSolution = Owner.GetComponent<SolutionComponent>();
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_internalSolution.MaxVolume = _initialMaxVolume;
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}
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/// <summary>
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/// Attempt to transfer provided solution to internal solution. Only supports complete transfers
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/// </summary>
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/// <param name="solution">Solution to be transferred</param>
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/// <returns>Whether or not transfer was a success</returns>
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public bool TryTransferSolution(Solution solution)
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{
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//For now doesn't support partial transfers
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if (solution.TotalVolume + _internalSolution.CurrentVolume > _internalSolution.MaxVolume)
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{
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return false;
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}
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_internalSolution.TryAddSolution(solution, false, true);
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return true;
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}
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/// <summary>
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/// Loops through each reagent in _internalSolution, and calls the IMetabolizable for each of them./>
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/// </summary>
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/// <param name="tickTime">The time since the last metabolism tick in seconds.</param>
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private void Metabolize(float tickTime)
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{
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if (_internalSolution.CurrentVolume == 0)
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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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foreach (var reagent in _internalSolution.ReagentList.ToList()) //Using ToList here lets us edit reagents while iterating
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{
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if (!_prototypeManager.TryIndex(reagent.ReagentId, out ReagentPrototype proto))
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{
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continue;
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}
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//Run metabolism code for each reagent
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foreach (var metabolizable in proto.Metabolism)
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{
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var reagentDelta = metabolizable.Metabolize(Owner, reagent.ReagentId, tickTime);
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_internalSolution.TryRemoveReagent(reagent.ReagentId, reagentDelta);
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}
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}
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}
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/// <summary>
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/// Triggers metabolism of the reagents inside _internalSolution. Called by <see cref="BloodstreamSystem"/>
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/// </summary>
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/// <param name="tickTime">The time since the last metabolism tick in seconds.</param>
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public void OnUpdate(float tickTime)
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{
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Metabolize(tickTime);
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}
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}
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}
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@@ -0,0 +1,249 @@
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using System;
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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.Atmos;
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using Content.Server.GameObjects.Components.Body.Circulatory;
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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.Interfaces.Chemistry;
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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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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Metabolism
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{
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[RegisterComponent]
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public class MetabolismComponent : Component
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{
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#pragma warning disable 649
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[Dependency] private readonly IPrototypeManager _prototypeManager;
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#pragma warning restore 649
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public override string Name => "Metabolism";
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private float _accumulatedFrameTime;
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[ViewVariables(VVAccess.ReadWrite)] private int _suffocationDamage;
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[ViewVariables] public Dictionary<Gas, float> NeedsGases { get; set; }
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[ViewVariables] public Dictionary<Gas, float> ProducesGases { get; set; }
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[ViewVariables] public Dictionary<Gas, float> DeficitGases { get; set; }
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[ViewVariables] public bool Suffocating => SuffocatingPercentage() > 0;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(this, b => b.NeedsGases, "needsGases", new Dictionary<Gas, float>());
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serializer.DataField(this, b => b.ProducesGases, "producesGases", new Dictionary<Gas, float>());
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serializer.DataField(this, b => b.DeficitGases, "deficitGases", new Dictionary<Gas, float>());
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serializer.DataField(ref _suffocationDamage, "suffocationDamage", 1);
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}
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private Dictionary<Gas, float> NeedsAndDeficit(float frameTime)
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{
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var needs = new Dictionary<Gas, float>(NeedsGases);
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foreach (var (gas, amount) in DeficitGases)
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{
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var newAmount = (needs.GetValueOrDefault(gas) + amount) * frameTime;
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needs[gas] = newAmount;
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}
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return needs;
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}
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private void ClampDeficit()
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{
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var deficitGases = new Dictionary<Gas, float>(DeficitGases);
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foreach (var (gas, deficit) in deficitGases)
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{
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if (!NeedsGases.TryGetValue(gas, out var need))
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{
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DeficitGases.Remove(gas);
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continue;
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}
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if (deficit > need)
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{
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DeficitGases[gas] = need;
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}
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}
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}
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private float SuffocatingPercentage()
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{
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var percentages = new float[Atmospherics.TotalNumberOfGases];
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foreach (var (gas, deficit) in DeficitGases)
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{
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if (!NeedsGases.TryGetValue(gas, out var needed))
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{
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percentages[(int) gas] = 1;
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continue;
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}
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percentages[(int) gas] = deficit / needed;
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}
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return percentages.Average();
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}
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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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{
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return 0;
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}
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return needs * produces * usedAverage;
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}
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private Dictionary<Gas, float> GasProduced(float usedAverage)
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{
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return ProducesGases.ToDictionary(pair => pair.Key, pair => GasProducedMultiplier(pair.Key, usedAverage));
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}
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private void ProcessGases(float frameTime)
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{
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if (!Owner.TryGetComponent(out BloodstreamComponent bloodstream))
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{
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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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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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{
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bloodstream.Air.AdjustMoles(gas, -amountNeeded);
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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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}
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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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}
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var usedAverage = usedPercentages.Average();
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var produced = GasProduced(usedAverage);
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foreach (var (gas, amountProduced) in produced)
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{
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bloodstream.Air.AdjustMoles(gas, amountProduced);
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}
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ClampDeficit();
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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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/// </summary>
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/// <param name="frameTime">The time since the last metabolism tick in seconds.</param>
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private void ProcessNutrients(float frameTime)
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{
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if (!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 == 0)
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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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// 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(Owner, reagent.ReagentId, frameTime);
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bloodstream.Solution.TryRemoveReagent(reagent.ReagentId, reagentDelta);
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}
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}
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}
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/// <summary>
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/// Processes gases in the bloodstream and triggers metabolism of the
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/// reagents inside of it.
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/// </summary>
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/// <param name="frameTime">
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/// The time since the last metabolism tick in seconds.
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/// </param>
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public void Update(float frameTime)
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{
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_accumulatedFrameTime += frameTime;
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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 -= 1;
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ProcessGases(frameTime);
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ProcessNutrients(frameTime);
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if (Suffocating &&
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Owner.TryGetComponent(out IDamageableComponent damageable))
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{
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damageable.ChangeDamage(DamageClass.Airloss, _suffocationDamage, false);
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}
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}
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public void Transfer(BloodstreamComponent @from, GasMixture to, Gas gas, float pressure)
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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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transfer.SetMoles(gas, molesInBlood);
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transfer.ReleaseGasTo(to, pressure);
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@from.Air.Merge(transfer);
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}
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public GasMixture Clean(BloodstreamComponent bloodstream, float pressure = 100)
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{
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var gasMixture = new GasMixture(bloodstream.Air.Volume);
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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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{
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continue;
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}
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Transfer(bloodstream, gasMixture, gas, pressure);
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}
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return gasMixture;
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}
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}
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}
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Block a user