Revert 'Revert 'Solution Entities'' (#23168)
This commit is contained in:
@@ -34,52 +34,52 @@ namespace Content.Server.Body.Components
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/// <summary>
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/// How much should bleeding should be reduced every update interval?
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/// </summary>
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[DataField("bleedReductionAmount")]
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[DataField]
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public float BleedReductionAmount = 1.0f;
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/// <summary>
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/// How high can <see cref="BleedAmount"/> go?
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/// </summary>
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[DataField("maxBleedAmount")]
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[DataField]
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public float MaxBleedAmount = 10.0f;
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/// <summary>
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/// What percentage of current blood is necessary to avoid dealing blood loss damage?
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/// </summary>
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[DataField("bloodlossThreshold")]
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[DataField]
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public float BloodlossThreshold = 0.9f;
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/// <summary>
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/// The base bloodloss damage to be incurred if below <see cref="BloodlossThreshold"/>
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/// The default values are defined per mob/species in YML.
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/// </summary>
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[DataField("bloodlossDamage", required: true)]
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[DataField(required: true)]
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public DamageSpecifier BloodlossDamage = new();
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/// <summary>
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/// The base bloodloss damage to be healed if above <see cref="BloodlossThreshold"/>
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/// The default values are defined per mob/species in YML.
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/// </summary>
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[DataField("bloodlossHealDamage", required: true)]
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[DataField(required: true)]
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public DamageSpecifier BloodlossHealDamage = new();
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/// <summary>
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/// How frequently should this bloodstream update, in seconds?
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/// </summary>
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[DataField("updateInterval")]
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[DataField]
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public float UpdateInterval = 3.0f;
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// TODO shouldn't be hardcoded, should just use some organ simulation like bone marrow or smth.
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/// <summary>
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/// How much reagent of blood should be restored each update interval?
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/// </summary>
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[DataField("bloodRefreshAmount")]
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[DataField]
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public float BloodRefreshAmount = 1.0f;
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/// <summary>
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/// How much blood needs to be in the temporary solution in order to create a puddle?
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/// </summary>
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[DataField("bleedPuddleThreshold")]
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[DataField]
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public FixedPoint2 BleedPuddleThreshold = 1.0f;
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/// <summary>
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@@ -89,19 +89,19 @@ namespace Content.Server.Body.Components
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/// <remarks>
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/// For example, piercing damage is increased while poison damage is nullified entirely.
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/// </remarks>
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[DataField("damageBleedModifiers", customTypeSerializer:typeof(PrototypeIdSerializer<DamageModifierSetPrototype>))]
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[DataField(customTypeSerializer:typeof(PrototypeIdSerializer<DamageModifierSetPrototype>))]
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public string DamageBleedModifiers = "BloodlossHuman";
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/// <summary>
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/// The sound to be played when a weapon instantly deals blood loss damage.
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/// </summary>
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[DataField("instantBloodSound")]
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[DataField]
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public SoundSpecifier InstantBloodSound = new SoundCollectionSpecifier("blood");
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/// <summary>
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/// The sound to be played when some damage actually heals bleeding rather than starting it.
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/// </summary>
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[DataField("bloodHealedSound")]
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[DataField]
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public SoundSpecifier BloodHealedSound = new SoundPathSpecifier("/Audio/Effects/lightburn.ogg");
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// TODO probably damage bleed thresholds.
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@@ -109,14 +109,14 @@ namespace Content.Server.Body.Components
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/// <summary>
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/// Max volume of internal chemical solution storage
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/// </summary>
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[DataField("chemicalMaxVolume")]
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[DataField]
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public FixedPoint2 ChemicalMaxVolume = FixedPoint2.New(250);
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/// <summary>
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/// Max volume of internal blood storage,
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/// and starting level of blood.
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/// </summary>
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[DataField("bloodMaxVolume")]
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[DataField]
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public FixedPoint2 BloodMaxVolume = FixedPoint2.New(300);
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/// <summary>
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@@ -125,29 +125,40 @@ namespace Content.Server.Body.Components
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/// <remarks>
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/// Slime-people might use slime as their blood or something like that.
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/// </remarks>
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[DataField("bloodReagent")]
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[DataField]
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public string BloodReagent = "Blood";
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/// <summary>
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/// Internal solution for reagent storage
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[Access(typeof(BloodstreamSystem), Other = AccessPermissions.ReadExecute)] // FIXME Friends
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public Solution ChemicalSolution = default!;
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/// <summary>Name/Key that <see cref="BloodSolution"/> is indexed by.</summary>
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[DataField]
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public string BloodSolutionName = DefaultBloodSolutionName;
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/// <summary>Name/Key that <see cref="ChemicalSolution"/> is indexed by.</summary>
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[DataField]
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public string ChemicalSolutionName = DefaultChemicalsSolutionName;
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/// <summary>Name/Key that <see cref="TemporarySolution"/> is indexed by.</summary>
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[DataField]
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public string BloodTemporarySolutionName = DefaultBloodTemporarySolutionName;
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/// <summary>
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/// Internal solution for blood storage
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public Solution BloodSolution = default!;
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[DataField]
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public Entity<SolutionComponent>? BloodSolution = null;
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/// <summary>
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/// Internal solution for reagent storage
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/// </summary>
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[DataField]
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public Entity<SolutionComponent>? ChemicalSolution = null;
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/// <summary>
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/// Temporary blood solution.
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/// When blood is lost, it goes to this solution, and when this
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/// solution hits a certain cap, the blood is actually spilled as a puddle.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public Solution BloodTemporarySolution = default!;
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[DataField]
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public Entity<SolutionComponent>? TemporarySolution = null;
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/// <summary>
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/// Variable that stores the amount of status time added by having a low blood level.
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@@ -8,7 +8,7 @@ namespace Content.Server.Body.Components;
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[RegisterComponent, Access(typeof(LungSystem))]
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public sealed partial class LungComponent : Component
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{
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[DataField("air")]
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[DataField]
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[Access(typeof(LungSystem), Other = AccessPermissions.ReadExecute)] // FIXME Friends
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public GasMixture Air { get; set; } = new()
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{
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@@ -16,7 +16,15 @@ public sealed partial class LungComponent : Component
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Temperature = Atmospherics.NormalBodyTemperature
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};
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[ViewVariables]
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[Access(typeof(LungSystem), Other = AccessPermissions.ReadExecute)] // FIXME Friends
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public Solution LungSolution = default!;
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/// <summary>
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/// The name/key of the solution on this entity which these lungs act on.
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/// </summary>
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[DataField]
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public string SolutionName = LungSystem.LungSolutionName;
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/// <summary>
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/// The solution on this entity that these lungs act on.
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/// </summary>
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[DataField]
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public Entity<SolutionComponent>? Solution = null;
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}
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@@ -18,7 +18,7 @@ namespace Content.Server.Body.Components
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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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[DataField]
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public float UpdateFrequency = 1.0f;
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/// <summary>
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@@ -33,13 +33,13 @@ namespace Content.Server.Body.Components
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/// <remarks>
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/// Most things will use the parent entity (bloodstream).
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/// </remarks>
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[DataField("solutionOnBody")]
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[DataField]
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public bool SolutionOnBody = true;
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/// <summary>
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/// List of metabolizer types that this organ is. ex. Human, Slime, Felinid, w/e.
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/// </summary>
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[DataField("metabolizerTypes", customTypeSerializer:typeof(PrototypeIdHashSetSerializer<MetabolizerTypePrototype>))]
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[DataField(customTypeSerializer:typeof(PrototypeIdHashSetSerializer<MetabolizerTypePrototype>))]
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[Access(typeof(MetabolizerSystem), Other = AccessPermissions.ReadExecute)] // FIXME Friends
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public HashSet<string>? MetabolizerTypes = null;
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@@ -47,7 +47,7 @@ namespace Content.Server.Body.Components
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/// Should this metabolizer remove chemicals that have no metabolisms defined?
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/// As a stop-gap, basically.
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/// </summary>
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[DataField("removeEmpty")]
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[DataField]
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public bool RemoveEmpty = false;
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/// <summary>
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@@ -72,7 +72,7 @@ namespace Content.Server.Body.Components
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[DataDefinition]
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public sealed partial class MetabolismGroupEntry
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{
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[DataField("id", required: true, customTypeSerializer:typeof(PrototypeIdSerializer<MetabolismGroupPrototype>))]
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[DataField(required: true, customTypeSerializer:typeof(PrototypeIdSerializer<MetabolismGroupPrototype>))]
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public string Id = default!;
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[DataField("rateModifier")]
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@@ -2,7 +2,6 @@
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using Content.Server.Nutrition.EntitySystems;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.FixedPoint;
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using Content.Shared.Whitelist;
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namespace Content.Server.Body.Components
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@@ -15,26 +14,32 @@ namespace Content.Server.Body.Components
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/// <summary>
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/// How fast should this component update, in seconds?
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/// </summary>
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[DataField("updateInterval")]
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[DataField]
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public float UpdateInterval = 1.0f;
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/// <summary>
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/// The solution inside of this stomach this transfers reagents to the body.
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/// </summary>
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[DataField]
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public Entity<SolutionComponent>? Solution = null;
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/// <summary>
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/// What solution should this stomach push reagents into, on the body?
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/// </summary>
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[DataField("bodySolutionName")]
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[DataField]
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public string BodySolutionName = BloodstreamComponent.DefaultChemicalsSolutionName;
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/// <summary>
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/// Time in seconds between reagents being ingested and them being
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/// transferred to <see cref="BloodstreamComponent"/>
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/// </summary>
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[DataField("digestionDelay")]
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[DataField]
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public float DigestionDelay = 20;
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/// <summary>
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/// A whitelist for what special-digestible-required foods this stomach is capable of eating.
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/// </summary>
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[DataField("specialDigestible")]
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[DataField]
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public EntityWhitelist? SpecialDigestible = null;
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/// <summary>
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@@ -1,6 +1,8 @@
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using Content.Server.Body.Components;
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using Content.Server.Chemistry.Containers.EntitySystems;
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using Content.Server.Chemistry.ReactionEffects;
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using Content.Server.Fluids.EntitySystems;
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using Content.Server.Forensics;
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using Content.Server.HealthExaminable;
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using Content.Server.Popups;
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using Content.Shared.Alert;
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@@ -16,13 +18,9 @@ using Content.Shared.Mobs.Systems;
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using Content.Shared.Popups;
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using Content.Shared.Rejuvenate;
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using Content.Shared.Speech.EntitySystems;
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using Robust.Server.GameObjects;
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using Robust.Server.Audio;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Content.Shared.Speech.EntitySystems;
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using Robust.Server.Audio;
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using Robust.Shared.GameObjects;
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using Content.Server.Forensics;
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namespace Content.Server.Body.Systems;
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@@ -51,14 +49,13 @@ public sealed class BloodstreamSystem : EntitySystem
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SubscribeLocalEvent<BloodstreamComponent, BeingGibbedEvent>(OnBeingGibbed);
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SubscribeLocalEvent<BloodstreamComponent, ApplyMetabolicMultiplierEvent>(OnApplyMetabolicMultiplier);
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SubscribeLocalEvent<BloodstreamComponent, ReactionAttemptEvent>(OnReactionAttempt);
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SubscribeLocalEvent<BloodstreamComponent, SolutionRelayEvent<ReactionAttemptEvent>>(OnReactionAttempt);
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SubscribeLocalEvent<BloodstreamComponent, RejuvenateEvent>(OnRejuvenate);
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}
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private void OnReactionAttempt(EntityUid uid, BloodstreamComponent component, ReactionAttemptEvent args)
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private void OnReactionAttempt(Entity<BloodstreamComponent> entity, ref ReactionAttemptEvent args)
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{
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if (args.Solution.Name != BloodstreamComponent.DefaultBloodSolutionName
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&& args.Solution.Name != BloodstreamComponent.DefaultChemicalsSolutionName
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&& args.Solution.Name != BloodstreamComponent.DefaultBloodTemporarySolutionName)
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if (args.Cancelled)
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return;
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foreach (var effect in args.Reaction.Effects)
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@@ -67,7 +64,7 @@ public sealed class BloodstreamSystem : EntitySystem
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{
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case CreateEntityReactionEffect: // Prevent entities from spawning in the bloodstream
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case AreaReactionEffect: // No spontaneous smoke or foam leaking out of blood vessels.
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args.Cancel();
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args.Cancelled = true;
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return;
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}
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}
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@@ -81,6 +78,16 @@ public sealed class BloodstreamSystem : EntitySystem
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// Having cheese-clots form in your veins can't be good for you.
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}
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private void OnReactionAttempt(Entity<BloodstreamComponent> entity, ref SolutionRelayEvent<ReactionAttemptEvent> args)
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{
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if (args.Name != entity.Comp.BloodSolutionName
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&& args.Name != entity.Comp.ChemicalSolutionName
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&& args.Name != entity.Comp.BloodTemporarySolutionName)
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return;
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OnReactionAttempt(entity, ref args.Event);
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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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@@ -95,8 +102,11 @@ public sealed class BloodstreamSystem : EntitySystem
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bloodstream.AccumulatedFrametime -= bloodstream.UpdateInterval;
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if (!_solutionContainerSystem.ResolveSolution(uid, bloodstream.BloodSolutionName, ref bloodstream.BloodSolution, out var bloodSolution))
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continue;
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// Adds blood to their blood level if it is below the maximum; Blood regeneration. Must be alive.
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if (bloodstream.BloodSolution.Volume < bloodstream.BloodSolution.MaxVolume && !_mobStateSystem.IsDead(uid))
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if (bloodSolution.Volume < bloodSolution.MaxVolume && !_mobStateSystem.IsDead(uid))
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{
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TryModifyBloodLevel(uid, bloodstream.BloodRefreshAmount, bloodstream);
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}
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@@ -143,19 +153,18 @@ public sealed class BloodstreamSystem : EntitySystem
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}
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}
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private void OnComponentInit(EntityUid uid, BloodstreamComponent component, ComponentInit args)
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private void OnComponentInit(Entity<BloodstreamComponent> entity, ref ComponentInit args)
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{
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component.ChemicalSolution = _solutionContainerSystem.EnsureSolution(uid, BloodstreamComponent.DefaultChemicalsSolutionName);
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component.BloodSolution = _solutionContainerSystem.EnsureSolution(uid, BloodstreamComponent.DefaultBloodSolutionName);
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component.BloodTemporarySolution = _solutionContainerSystem.EnsureSolution(uid, BloodstreamComponent.DefaultBloodTemporarySolutionName);
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var chemicalSolution = _solutionContainerSystem.EnsureSolution(entity.Owner, entity.Comp.ChemicalSolutionName);
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var bloodSolution = _solutionContainerSystem.EnsureSolution(entity.Owner, entity.Comp.BloodSolutionName);
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var tempSolution = _solutionContainerSystem.EnsureSolution(entity.Owner, entity.Comp.BloodTemporarySolutionName);
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component.ChemicalSolution.MaxVolume = component.ChemicalMaxVolume;
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component.BloodSolution.MaxVolume = component.BloodMaxVolume;
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component.BloodTemporarySolution.MaxVolume = component.BleedPuddleThreshold * 4; // give some leeway, for chemstream as well
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chemicalSolution.MaxVolume = entity.Comp.ChemicalMaxVolume;
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bloodSolution.MaxVolume = entity.Comp.BloodMaxVolume;
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tempSolution.MaxVolume = entity.Comp.BleedPuddleThreshold * 4; // give some leeway, for chemstream as well
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// Fill blood solution with BLOOD
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_solutionContainerSystem.TryAddReagent(uid, component.BloodSolution, component.BloodReagent,
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component.BloodMaxVolume, out _);
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bloodSolution.AddReagent(entity.Comp.BloodReagent, entity.Comp.BloodMaxVolume - bloodSolution.Volume);
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}
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private void OnDamageChanged(EntityUid uid, BloodstreamComponent component, DamageChangedEvent args)
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@@ -250,34 +259,45 @@ public sealed class BloodstreamSystem : EntitySystem
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component.AccumulatedFrametime = component.UpdateInterval;
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}
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private void OnRejuvenate(EntityUid uid, BloodstreamComponent component, RejuvenateEvent args)
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private void OnRejuvenate(Entity<BloodstreamComponent> entity, ref RejuvenateEvent args)
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{
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TryModifyBleedAmount(uid, -component.BleedAmount, component);
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TryModifyBloodLevel(uid, component.BloodSolution.AvailableVolume, component);
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_solutionContainerSystem.RemoveAllSolution(uid, component.ChemicalSolution);
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TryModifyBleedAmount(entity.Owner, -entity.Comp.BleedAmount, entity.Comp);
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if (_solutionContainerSystem.ResolveSolution(entity.Owner, entity.Comp.BloodSolutionName, ref entity.Comp.BloodSolution, out var bloodSolution))
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TryModifyBloodLevel(entity.Owner, bloodSolution.AvailableVolume, entity.Comp);
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if (_solutionContainerSystem.ResolveSolution(entity.Owner, entity.Comp.ChemicalSolutionName, ref entity.Comp.ChemicalSolution))
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_solutionContainerSystem.RemoveAllSolution(entity.Comp.ChemicalSolution.Value);
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}
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/// <summary>
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/// Attempt to transfer provided solution to internal solution.
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/// </summary>
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public bool TryAddToChemicals(EntityUid uid, Solution solution, BloodstreamComponent? component=null)
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public bool TryAddToChemicals(EntityUid uid, Solution solution, BloodstreamComponent? component = null)
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{
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if (!Resolve(uid, ref component, false))
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return false;
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return _solutionContainerSystem.TryAddSolution(uid, component.ChemicalSolution, solution);
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if (!_solutionContainerSystem.ResolveSolution(uid, component.ChemicalSolutionName, ref component.ChemicalSolution))
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return false;
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return _solutionContainerSystem.TryAddSolution(component.ChemicalSolution.Value, solution);
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}
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public bool FlushChemicals(EntityUid uid, string excludedReagentID, FixedPoint2 quantity, BloodstreamComponent? component = null) {
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public bool FlushChemicals(EntityUid uid, string excludedReagentID, FixedPoint2 quantity, BloodstreamComponent? component = null)
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{
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if (!Resolve(uid, ref component, false))
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return false;
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for (var i = component.ChemicalSolution.Contents.Count - 1; i >= 0; i--)
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if (!_solutionContainerSystem.ResolveSolution(uid, component.ChemicalSolutionName, ref component.ChemicalSolution, out var chemSolution))
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return false;
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for (var i = chemSolution.Contents.Count - 1; i >= 0; i--)
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{
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var (reagentId, _) = component.ChemicalSolution.Contents[i];
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var (reagentId, _) = chemSolution.Contents[i];
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if (reagentId.Prototype != excludedReagentID)
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{
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_solutionContainerSystem.RemoveReagent(uid, component.ChemicalSolution, reagentId, quantity);
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_solutionContainerSystem.RemoveReagent(component.ChemicalSolution.Value, reagentId, quantity);
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}
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}
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@@ -289,7 +309,10 @@ public sealed class BloodstreamSystem : EntitySystem
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if (!Resolve(uid, ref component))
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return 0.0f;
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return component.BloodSolution.FillFraction;
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if (!_solutionContainerSystem.ResolveSolution(uid, component.BloodSolutionName, ref component.BloodSolution, out var bloodSolution))
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return 0.0f;
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return bloodSolution.FillFraction;
|
||||
}
|
||||
|
||||
public void SetBloodLossThreshold(EntityUid uid, float threshold, BloodstreamComponent? comp = null)
|
||||
@@ -308,28 +331,41 @@ public sealed class BloodstreamSystem : EntitySystem
|
||||
if (!Resolve(uid, ref component, false))
|
||||
return false;
|
||||
|
||||
if (!_solutionContainerSystem.ResolveSolution(uid, component.BloodSolutionName, ref component.BloodSolution))
|
||||
return false;
|
||||
|
||||
if (amount >= 0)
|
||||
return _solutionContainerSystem.TryAddReagent(uid, component.BloodSolution, component.BloodReagent, amount, out _);
|
||||
return _solutionContainerSystem.TryAddReagent(component.BloodSolution.Value, component.BloodReagent, amount, out _);
|
||||
|
||||
// Removal is more involved,
|
||||
// since we also wanna handle moving it to the temporary solution
|
||||
// and then spilling it if necessary.
|
||||
var newSol = component.BloodSolution.SplitSolution(-amount);
|
||||
component.BloodTemporarySolution.AddSolution(newSol, _prototypeManager);
|
||||
var newSol = _solutionContainerSystem.SplitSolution(component.BloodSolution.Value, -amount);
|
||||
|
||||
if (component.BloodTemporarySolution.Volume > component.BleedPuddleThreshold)
|
||||
if (!_solutionContainerSystem.ResolveSolution(uid, component.BloodTemporarySolutionName, ref component.TemporarySolution, out var tempSolution))
|
||||
return true;
|
||||
|
||||
tempSolution.AddSolution(newSol, _prototypeManager);
|
||||
|
||||
if (tempSolution.Volume > component.BleedPuddleThreshold)
|
||||
{
|
||||
// Pass some of the chemstream into the spilled blood.
|
||||
var temp = component.ChemicalSolution.SplitSolution(component.BloodTemporarySolution.Volume / 10);
|
||||
component.BloodTemporarySolution.AddSolution(temp, _prototypeManager);
|
||||
if (_puddleSystem.TrySpillAt(uid, component.BloodTemporarySolution, out var puddleUid, false))
|
||||
if (_solutionContainerSystem.ResolveSolution(uid, component.ChemicalSolutionName, ref component.ChemicalSolution))
|
||||
{
|
||||
var temp = _solutionContainerSystem.SplitSolution(component.ChemicalSolution.Value, tempSolution.Volume / 10);
|
||||
tempSolution.AddSolution(temp, _prototypeManager);
|
||||
}
|
||||
|
||||
if (_puddleSystem.TrySpillAt(uid, tempSolution, out var puddleUid, false))
|
||||
{
|
||||
_forensicsSystem.TransferDna(puddleUid, uid, false);
|
||||
}
|
||||
|
||||
component.BloodTemporarySolution.RemoveAllSolution();
|
||||
tempSolution.RemoveAllSolution();
|
||||
}
|
||||
|
||||
_solutionContainerSystem.UpdateChemicals(component.TemporarySolution.Value);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -363,16 +399,28 @@ public sealed class BloodstreamSystem : EntitySystem
|
||||
if (!Resolve(uid, ref component))
|
||||
return;
|
||||
|
||||
var max = component.BloodSolution.MaxVolume + component.BloodTemporarySolution.MaxVolume +
|
||||
component.ChemicalSolution.MaxVolume;
|
||||
var tempSol = new Solution() { MaxVolume = max };
|
||||
var tempSol = new Solution();
|
||||
|
||||
tempSol.AddSolution(component.BloodSolution, _prototypeManager);
|
||||
component.BloodSolution.RemoveAllSolution();
|
||||
tempSol.AddSolution(component.BloodTemporarySolution, _prototypeManager);
|
||||
component.BloodTemporarySolution.RemoveAllSolution();
|
||||
tempSol.AddSolution(component.ChemicalSolution, _prototypeManager);
|
||||
component.ChemicalSolution.RemoveAllSolution();
|
||||
if (_solutionContainerSystem.ResolveSolution(uid, component.BloodSolutionName, ref component.BloodSolution, out var bloodSolution))
|
||||
{
|
||||
tempSol.MaxVolume += bloodSolution.MaxVolume;
|
||||
tempSol.AddSolution(bloodSolution, _prototypeManager);
|
||||
_solutionContainerSystem.RemoveAllSolution(component.BloodSolution.Value);
|
||||
}
|
||||
|
||||
if (_solutionContainerSystem.ResolveSolution(uid, component.ChemicalSolutionName, ref component.ChemicalSolution, out var chemSolution))
|
||||
{
|
||||
tempSol.MaxVolume += chemSolution.MaxVolume;
|
||||
tempSol.AddSolution(chemSolution, _prototypeManager);
|
||||
_solutionContainerSystem.RemoveAllSolution(component.ChemicalSolution.Value);
|
||||
}
|
||||
|
||||
if (_solutionContainerSystem.ResolveSolution(uid, component.BloodTemporarySolutionName, ref component.TemporarySolution, out var tempSolution))
|
||||
{
|
||||
tempSol.MaxVolume += tempSolution.MaxVolume;
|
||||
tempSol.AddSolution(tempSolution, _prototypeManager);
|
||||
_solutionContainerSystem.RemoveAllSolution(component.TemporarySolution.Value);
|
||||
}
|
||||
|
||||
if (_puddleSystem.TrySpillAt(uid, tempSol, out var puddleUid))
|
||||
{
|
||||
@@ -388,13 +436,20 @@ public sealed class BloodstreamSystem : EntitySystem
|
||||
if (!Resolve(uid, ref component, false))
|
||||
return;
|
||||
|
||||
if(reagent == component.BloodReagent)
|
||||
if (reagent == component.BloodReagent)
|
||||
return;
|
||||
|
||||
var currentVolume = component.BloodSolution.Volume;
|
||||
if (!_solutionContainerSystem.ResolveSolution(uid, component.BloodSolutionName, ref component.BloodSolution, out var bloodSolution))
|
||||
{
|
||||
component.BloodReagent = reagent;
|
||||
return;
|
||||
}
|
||||
|
||||
var currentVolume = bloodSolution.RemoveReagent(component.BloodReagent, bloodSolution.Volume);
|
||||
|
||||
component.BloodReagent = reagent;
|
||||
component.BloodSolution.RemoveAllSolution();
|
||||
_solutionContainerSystem.TryAddReagent(uid, component.BloodSolution, component.BloodReagent, currentVolume, out _);
|
||||
|
||||
if (currentVolume > 0)
|
||||
_solutionContainerSystem.TryAddReagent(component.BloodSolution.Value, component.BloodReagent, currentVolume, out _);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
using Content.Server.Atmos.Components;
|
||||
using Content.Server.Atmos.EntitySystems;
|
||||
using Content.Server.Body.Components;
|
||||
using Content.Server.Chemistry.Containers.EntitySystems;
|
||||
using Content.Shared.Atmos;
|
||||
using Content.Shared.Chemistry.EntitySystems;
|
||||
using Content.Shared.Clothing;
|
||||
using Content.Shared.Inventory.Events;
|
||||
|
||||
@@ -44,11 +44,11 @@ public sealed class LungSystem : EntitySystem
|
||||
}
|
||||
}
|
||||
|
||||
private void OnComponentInit(EntityUid uid, LungComponent component, ComponentInit args)
|
||||
private void OnComponentInit(Entity<LungComponent> entity, ref ComponentInit args)
|
||||
{
|
||||
component.LungSolution = _solutionContainerSystem.EnsureSolution(uid, LungSolutionName);
|
||||
component.LungSolution.MaxVolume = 100.0f;
|
||||
component.LungSolution.CanReact = false; // No dexalin lungs
|
||||
var solution = _solutionContainerSystem.EnsureSolution(entity.Owner, entity.Comp.SolutionName);
|
||||
solution.MaxVolume = 100.0f;
|
||||
solution.CanReact = false; // No dexalin lungs
|
||||
}
|
||||
|
||||
private void OnMaskToggled(Entity<BreathToolComponent> ent, ref ItemMaskToggledEvent args)
|
||||
@@ -71,6 +71,9 @@ public sealed class LungSystem : EntitySystem
|
||||
|
||||
public void GasToReagent(EntityUid uid, LungComponent lung)
|
||||
{
|
||||
if (!_solutionContainerSystem.ResolveSolution(uid, lung.SolutionName, ref lung.Solution, out var solution))
|
||||
return;
|
||||
|
||||
foreach (var gas in Enum.GetValues<Gas>())
|
||||
{
|
||||
var i = (int) gas;
|
||||
@@ -81,11 +84,13 @@ public sealed class LungSystem : EntitySystem
|
||||
if (reagent == null) continue;
|
||||
|
||||
var amount = moles * Atmospherics.BreathMolesToReagentMultiplier;
|
||||
_solutionContainerSystem.TryAddReagent(uid, lung.LungSolution, reagent, amount, out _);
|
||||
solution.AddReagent(reagent, amount);
|
||||
|
||||
// We don't remove the gas from the lung mix,
|
||||
// that's the responsibility of whatever gas is being metabolized.
|
||||
// Most things will just want to exhale again.
|
||||
}
|
||||
|
||||
_solutionContainerSystem.UpdateChemicals(lung.Solution.Value);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,9 +1,9 @@
|
||||
using Content.Server.Body.Components;
|
||||
using Content.Server.Chemistry.Containers.EntitySystems;
|
||||
using Content.Shared.Administration.Logs;
|
||||
using Content.Shared.Body.Organ;
|
||||
using Content.Shared.Chemistry.Components;
|
||||
using Content.Shared.Chemistry.Components.SolutionManager;
|
||||
using Content.Shared.Chemistry.EntitySystems;
|
||||
using Content.Shared.Chemistry.Reagent;
|
||||
using Content.Shared.Database;
|
||||
using Content.Shared.FixedPoint;
|
||||
@@ -37,15 +37,15 @@ namespace Content.Server.Body.Systems
|
||||
SubscribeLocalEvent<MetabolizerComponent, ApplyMetabolicMultiplierEvent>(OnApplyMetabolicMultiplier);
|
||||
}
|
||||
|
||||
private void OnMetabolizerInit(EntityUid uid, MetabolizerComponent component, ComponentInit args)
|
||||
private void OnMetabolizerInit(Entity<MetabolizerComponent> entity, ref ComponentInit args)
|
||||
{
|
||||
if (!component.SolutionOnBody)
|
||||
if (!entity.Comp.SolutionOnBody)
|
||||
{
|
||||
_solutionContainerSystem.EnsureSolution(uid, component.SolutionName);
|
||||
_solutionContainerSystem.EnsureSolution(entity.Owner, entity.Comp.SolutionName);
|
||||
}
|
||||
else if (_organQuery.CompOrNull(uid)?.Body is { } body)
|
||||
else if (_organQuery.CompOrNull(entity)?.Body is { } body)
|
||||
{
|
||||
_solutionContainerSystem.EnsureSolution(body, component.SolutionName);
|
||||
_solutionContainerSystem.EnsureSolution(body, entity.Comp.SolutionName);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -95,6 +95,7 @@ namespace Content.Server.Body.Systems
|
||||
|
||||
// First step is get the solution we actually care about
|
||||
Solution? solution = null;
|
||||
Entity<SolutionComponent>? soln = default!;
|
||||
EntityUid? solutionEntityUid = null;
|
||||
|
||||
SolutionContainerManagerComponent? manager = null;
|
||||
@@ -106,7 +107,7 @@ namespace Content.Server.Body.Systems
|
||||
if (!_solutionQuery.Resolve(body, ref manager, false))
|
||||
return;
|
||||
|
||||
_solutionContainerSystem.TryGetSolution(body, meta.SolutionName, out solution, manager);
|
||||
_solutionContainerSystem.TryGetSolution((body, manager), meta.SolutionName, out soln, out solution);
|
||||
solutionEntityUid = body;
|
||||
}
|
||||
}
|
||||
@@ -115,11 +116,11 @@ namespace Content.Server.Body.Systems
|
||||
if (!_solutionQuery.Resolve(uid, ref manager, false))
|
||||
return;
|
||||
|
||||
_solutionContainerSystem.TryGetSolution(uid, meta.SolutionName, out solution, manager);
|
||||
_solutionContainerSystem.TryGetSolution((uid, manager), meta.SolutionName, out soln, out solution);
|
||||
solutionEntityUid = uid;
|
||||
}
|
||||
|
||||
if (solutionEntityUid == null || solution == null || solution.Contents.Count == 0)
|
||||
if (solutionEntityUid == null || soln is null || solution is null || solution.Contents.Count == 0)
|
||||
return;
|
||||
|
||||
// randomize the reagent list so we don't have any weird quirks
|
||||
@@ -138,8 +139,7 @@ namespace Content.Server.Body.Systems
|
||||
{
|
||||
if (meta.RemoveEmpty)
|
||||
{
|
||||
_solutionContainerSystem.RemoveReagent(solutionEntityUid.Value, solution, reagent,
|
||||
FixedPoint2.New(1));
|
||||
solution.RemoveReagent(reagent, FixedPoint2.New(1));
|
||||
}
|
||||
|
||||
continue;
|
||||
@@ -198,12 +198,14 @@ namespace Content.Server.Body.Systems
|
||||
// remove a certain amount of reagent
|
||||
if (mostToRemove > FixedPoint2.Zero)
|
||||
{
|
||||
_solutionContainerSystem.RemoveReagent(solutionEntityUid.Value, solution, reagent, mostToRemove);
|
||||
solution.RemoveReagent(reagent, mostToRemove);
|
||||
|
||||
// We have processed a reagant, so count it towards the cap
|
||||
reagents += 1;
|
||||
}
|
||||
}
|
||||
|
||||
_solutionContainerSystem.UpdateChemicals(soln.Value);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -2,6 +2,7 @@ using Content.Server.Administration.Logs;
|
||||
using Content.Server.Atmos;
|
||||
using Content.Server.Atmos.EntitySystems;
|
||||
using Content.Server.Body.Components;
|
||||
using Content.Server.Chemistry.Containers.EntitySystems;
|
||||
using Content.Server.Popups;
|
||||
using Content.Shared.Alert;
|
||||
using Content.Shared.Atmos;
|
||||
@@ -26,6 +27,7 @@ namespace Content.Server.Body.Systems
|
||||
[Dependency] private readonly LungSystem _lungSystem = default!;
|
||||
[Dependency] private readonly PopupSystem _popupSystem = default!;
|
||||
[Dependency] private readonly MobStateSystem _mobState = default!;
|
||||
[Dependency] private readonly SolutionContainerSystem _solutionContainerSystem = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
@@ -144,7 +146,9 @@ namespace Content.Server.Body.Systems
|
||||
{
|
||||
_atmosSys.Merge(outGas, lung.Air);
|
||||
lung.Air.Clear();
|
||||
lung.LungSolution.RemoveAllSolution();
|
||||
|
||||
if (_solutionContainerSystem.ResolveSolution(lung.Owner, lung.SolutionName, ref lung.Solution))
|
||||
_solutionContainerSystem.RemoveAllSolution(lung.Solution.Value);
|
||||
}
|
||||
|
||||
_atmosSys.Merge(ev.Gas, outGas);
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
using Content.Server.Body.Components;
|
||||
using Content.Server.Chemistry.Containers.EntitySystems;
|
||||
using Content.Shared.Body.Organ;
|
||||
using Content.Shared.Chemistry.Components;
|
||||
using Content.Shared.Chemistry.Components.SolutionManager;
|
||||
using Content.Shared.Chemistry.EntitySystems;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
namespace Content.Server.Body.Systems
|
||||
@@ -31,8 +31,7 @@ namespace Content.Server.Body.Systems
|
||||
stomach.AccumulatedFrameTime -= stomach.UpdateInterval;
|
||||
|
||||
// Get our solutions
|
||||
if (!_solutionContainerSystem.TryGetSolution(uid, DefaultSolutionName,
|
||||
out var stomachSolution, sol))
|
||||
if (!_solutionContainerSystem.ResolveSolution((uid, sol), DefaultSolutionName, ref stomach.Solution, out var stomachSolution))
|
||||
continue;
|
||||
|
||||
if (organ.Body is not { } body || !_solutionContainerSystem.TryGetSolution(body, stomach.BodySolutionName, out var bodySolution))
|
||||
@@ -51,7 +50,7 @@ namespace Content.Server.Body.Systems
|
||||
if (reagent.Quantity > delta.ReagentQuantity.Quantity)
|
||||
reagent = new(reagent.Reagent, delta.ReagentQuantity.Quantity);
|
||||
|
||||
_solutionContainerSystem.RemoveReagent(uid, stomachSolution, reagent);
|
||||
stomachSolution.RemoveReagent(reagent);
|
||||
transferSolution.AddReagent(reagent);
|
||||
}
|
||||
|
||||
@@ -64,8 +63,10 @@ namespace Content.Server.Body.Systems
|
||||
stomach.ReagentDeltas.Remove(item);
|
||||
}
|
||||
|
||||
_solutionContainerSystem.UpdateChemicals(stomach.Solution.Value);
|
||||
|
||||
// Transfer everything to the body solution!
|
||||
_solutionContainerSystem.TryAddSolution(body, bodySolution, transferSolution);
|
||||
_solutionContainerSystem.TryAddSolution(bodySolution.Value, transferSolution);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -86,12 +87,13 @@ namespace Content.Server.Body.Systems
|
||||
}
|
||||
|
||||
public bool CanTransferSolution(EntityUid uid, Solution solution,
|
||||
StomachComponent? stomach = null,
|
||||
SolutionContainerManagerComponent? solutions = null)
|
||||
{
|
||||
if (!Resolve(uid, ref solutions, false))
|
||||
if (!Resolve(uid, ref stomach, ref solutions, false))
|
||||
return false;
|
||||
|
||||
if (!_solutionContainerSystem.TryGetSolution(uid, DefaultSolutionName, out var stomachSolution, solutions))
|
||||
if (!_solutionContainerSystem.ResolveSolution((uid, solutions), DefaultSolutionName, ref stomach.Solution, out var stomachSolution))
|
||||
return false;
|
||||
|
||||
// TODO: For now no partial transfers. Potentially change by design
|
||||
@@ -108,11 +110,11 @@ namespace Content.Server.Body.Systems
|
||||
if (!Resolve(uid, ref stomach, ref solutions, false))
|
||||
return false;
|
||||
|
||||
if (!_solutionContainerSystem.TryGetSolution(uid, DefaultSolutionName, out var stomachSolution, solutions)
|
||||
|| !CanTransferSolution(uid, solution, solutions))
|
||||
if (!_solutionContainerSystem.ResolveSolution((uid, solutions), DefaultSolutionName, ref stomach.Solution)
|
||||
|| !CanTransferSolution(uid, solution, stomach, solutions))
|
||||
return false;
|
||||
|
||||
_solutionContainerSystem.TryAddSolution(uid, stomachSolution, solution);
|
||||
_solutionContainerSystem.TryAddSolution(stomach.Solution.Value, solution);
|
||||
// Add each reagent to ReagentDeltas. Used to track how long each reagent has been in the stomach
|
||||
foreach (var reagent in solution.Contents)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user