Split Respirator into ThermalRegulator and Respirator and ECSes both (#5603)
This commit is contained in:
@@ -1,6 +1,7 @@
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using System;
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using Content.Server.Atmos;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Body.Systems;
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using Content.Server.Chemistry.EntitySystems;
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using Content.Shared.Atmos;
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using Content.Shared.Body.Components;
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@@ -73,6 +74,7 @@ namespace Content.Server.Body.Components
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public void PumpToxins(GasMixture to)
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{
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var atmosphereSystem = EntitySystem.Get<AtmosphereSystem>();
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var respiratorSystem = EntitySystem.Get<RespiratorSystem>();
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if (!Owner.TryGetComponent(out RespiratorComponent? metabolism))
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{
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@@ -81,7 +83,7 @@ namespace Content.Server.Body.Components
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return;
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}
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var toxins = metabolism.Clean(this);
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var toxins = respiratorSystem.Clean(OwnerUid, metabolism, this);
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var toOld = new float[to.Moles.Length];
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Array.Copy(to.Moles, toOld, toOld.Length);
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221
Content.Server/Body/Components/BodyPartComponent.cs
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221
Content.Server/Body/Components/BodyPartComponent.cs
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@@ -0,0 +1,221 @@
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using Content.Server.UserInterface;
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using Content.Shared.Body.Components;
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using Content.Shared.Body.Part;
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using Content.Shared.Body.Surgery;
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using Content.Shared.Interaction;
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using Content.Shared.Popups;
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using Content.Shared.Random.Helpers;
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using Content.Shared.Verbs;
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using Robust.Server.Console;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Log;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Body.Components
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedBodyPartComponent))]
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public class BodyPartComponent : SharedBodyPartComponent, IAfterInteract
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{
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private readonly Dictionary<int, object> _optionsCache = new();
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private SharedBodyComponent? _owningBodyCache;
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private int _idHash;
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private IEntity? _surgeonCache;
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private Container _mechanismContainer = default!;
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[ViewVariables] private BoundUserInterface? UserInterface => Owner.GetUIOrNull(SurgeryUIKey.Key);
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public override bool CanAddMechanism(SharedMechanismComponent mechanism)
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{
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return base.CanAddMechanism(mechanism) &&
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_mechanismContainer.CanInsert(mechanism.Owner);
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}
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protected override void OnAddMechanism(SharedMechanismComponent mechanism)
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{
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base.OnAddMechanism(mechanism);
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_mechanismContainer.Insert(mechanism.Owner);
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}
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protected override void OnRemoveMechanism(SharedMechanismComponent mechanism)
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{
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base.OnRemoveMechanism(mechanism);
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_mechanismContainer.Remove(mechanism.Owner);
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mechanism.Owner.RandomOffset(0.25f);
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}
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protected override void Initialize()
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{
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base.Initialize();
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_mechanismContainer = Owner.EnsureContainer<Container>($"{Name}-{nameof(BodyPartComponent)}");
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// This is ran in Startup as entities spawned in Initialize
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// are not synced to the client since they are assumed to be
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// identical on it
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foreach (var mechanismId in MechanismIds)
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{
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var entity = Owner.EntityManager.SpawnEntity(mechanismId, Owner.Transform.MapPosition);
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if (!entity.TryGetComponent(out SharedMechanismComponent? mechanism))
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{
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Logger.Error($"Entity {mechanismId} does not have a {nameof(SharedMechanismComponent)} component.");
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continue;
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}
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TryAddMechanism(mechanism, true);
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}
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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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if (UserInterface != null)
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{
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UserInterface.OnReceiveMessage += OnUIMessage;
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}
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foreach (var mechanism in Mechanisms)
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{
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mechanism.Dirty();
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}
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}
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async Task<bool> IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
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{
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// TODO BODY
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if (eventArgs.Target == null)
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{
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return false;
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}
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CloseAllSurgeryUIs();
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_optionsCache.Clear();
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_surgeonCache = null;
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_owningBodyCache = null;
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if (eventArgs.Target.TryGetComponent(out SharedBodyComponent? body))
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{
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SendSlots(eventArgs, body);
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}
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return true;
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}
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private void SendSlots(AfterInteractEventArgs eventArgs, SharedBodyComponent body)
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{
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// Create dictionary to send to client (text to be shown : data sent back if selected)
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var toSend = new Dictionary<string, int>();
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// Here we are trying to grab a list of all empty BodySlots adjacent to an existing BodyPart that can be
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// attached to. i.e. an empty left hand slot, connected to an occupied left arm slot would be valid.
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foreach (var slot in body.EmptySlots)
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{
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if (slot.PartType != PartType)
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{
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continue;
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}
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foreach (var connection in slot.Connections)
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{
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if (connection.Part == null ||
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!connection.Part.CanAttachPart(this))
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{
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continue;
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}
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_optionsCache.Add(_idHash, slot);
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toSend.Add(slot.Id, _idHash++);
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}
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}
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if (_optionsCache.Count > 0)
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{
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OpenSurgeryUI(eventArgs.User.GetComponent<ActorComponent>().PlayerSession);
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BodyPartSlotRequest(eventArgs.User.GetComponent<ActorComponent>().PlayerSession,
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toSend);
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_surgeonCache = eventArgs.User;
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_owningBodyCache = body;
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}
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else // If surgery cannot be performed, show message saying so.
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{
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eventArgs.Target?.PopupMessage(eventArgs.User,
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Loc.GetString("bodypart-component-no-way-to-install-message", ("partName", Owner)));
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}
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}
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/// <summary>
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/// Called after the client chooses from a list of possible
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/// BodyPartSlots to install the limb on.
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/// </summary>
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private void ReceiveBodyPartSlot(int key)
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{
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if (_surgeonCache == null ||
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!_surgeonCache.TryGetComponent(out ActorComponent? actor))
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{
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return;
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}
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CloseSurgeryUI(actor.PlayerSession);
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if (_owningBodyCache == null)
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{
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return;
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}
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// TODO: sanity checks to see whether user is in range, user is still able-bodied, target is still the same, etc etc
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if (!_optionsCache.TryGetValue(key, out var targetObject))
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{
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_owningBodyCache.Owner.PopupMessage(_surgeonCache,
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Loc.GetString("bodypart-component-no-way-to-attach-message", ("partName", Owner)));
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}
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var target = (string) targetObject!;
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var message = _owningBodyCache.TryAddPart(target, this)
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? Loc.GetString("bodypart-component-attach-success-message",("partName", Owner))
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: Loc.GetString("bodypart-component-attach-fail-message",("partName", Owner));
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_owningBodyCache.Owner.PopupMessage(_surgeonCache, message);
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}
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private void OpenSurgeryUI(IPlayerSession session)
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{
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UserInterface?.Open(session);
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}
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private void BodyPartSlotRequest(IPlayerSession session, Dictionary<string, int> options)
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{
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UserInterface?.SendMessage(new RequestBodyPartSlotSurgeryUIMessage(options), session);
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}
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private void CloseSurgeryUI(IPlayerSession session)
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{
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UserInterface?.Close(session);
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}
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private void CloseAllSurgeryUIs()
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{
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UserInterface?.CloseAll();
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}
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private void OnUIMessage(ServerBoundUserInterfaceMessage message)
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{
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switch (message.Message)
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{
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case ReceiveBodyPartSlotSurgeryUIMessage msg:
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ReceiveBodyPartSlot(msg.SelectedOptionId);
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break;
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}
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}
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}
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}
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62
Content.Server/Body/Components/BodyScannerComponent.cs
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62
Content.Server/Body/Components/BodyScannerComponent.cs
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@@ -0,0 +1,62 @@
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using Content.Server.UserInterface;
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using Content.Shared.Body.Components;
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using Content.Shared.Interaction;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Body.Components
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{
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[RegisterComponent]
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[ComponentReference(typeof(IActivate))]
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[ComponentReference(typeof(SharedBodyScannerComponent))]
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public class BodyScannerComponent : SharedBodyScannerComponent, IActivate
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{
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[ViewVariables] private BoundUserInterface? UserInterface => Owner.GetUIOrNull(BodyScannerUiKey.Key);
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void IActivate.Activate(ActivateEventArgs eventArgs)
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{
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if (!eventArgs.User.TryGetComponent(out ActorComponent? actor))
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{
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return;
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}
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var session = actor.PlayerSession;
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if (session.AttachedEntity == null)
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{
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return;
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}
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if (session.AttachedEntity.TryGetComponent(out SharedBodyComponent? body))
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{
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var state = InterfaceState(body);
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UserInterface?.SetState(state);
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}
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UserInterface?.Open(session);
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}
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protected override void Initialize()
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{
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base.Initialize();
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Owner.EnsureComponentWarn<ServerUserInterfaceComponent>();
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if (UserInterface != null)
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{
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UserInterface.OnReceiveMessage += UserInterfaceOnOnReceiveMessage;
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}
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}
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private void UserInterfaceOnOnReceiveMessage(ServerBoundUserInterfaceMessage serverMsg) { }
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/// <summary>
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/// Copy BodyTemplate and BodyPart data into a common data class that the client can read.
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/// </summary>
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private BodyScannerUIState InterfaceState(SharedBodyComponent body)
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{
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return new(body.Owner.Uid);
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}
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}
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}
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@@ -6,6 +6,7 @@ using Content.Server.Alert;
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using Content.Server.Atmos;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Body.Behavior;
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using Content.Server.Body.Systems;
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using Content.Server.Temperature.Components;
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using Content.Server.Temperature.Systems;
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using Content.Shared.ActionBlocker;
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@@ -17,6 +18,7 @@ using Content.Shared.Damage;
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using Content.Shared.Database;
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using Content.Shared.MobState.Components;
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using Content.Shared.Popups;
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using Robust.Shared.Analyzers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Serialization.Manager.Attributes;
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@@ -24,70 +26,24 @@ using Robust.Shared.ViewVariables;
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namespace Content.Server.Body.Components
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{
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[RegisterComponent]
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[RegisterComponent, Friend(typeof(RespiratorSystem))]
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public class RespiratorComponent : Component
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{
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[ComponentDependency] private readonly SharedBodyComponent? _body = default!;
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public override string Name => "Respirator";
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private float _accumulatedFrameTime;
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[ViewVariables] [DataField("needsGases")] public Dictionary<Gas, float> NeedsGases { get; set; } = new();
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[ViewVariables] [DataField("producesGases")] public Dictionary<Gas, float> ProducesGases { get; set; } = new();
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[ViewVariables] [DataField("deficitGases")] public Dictionary<Gas, float> DeficitGases { get; set; } = new();
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/// <summary>
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/// Heat generated due to metabolism. It's generated via metabolism
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/// </summary>
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[ViewVariables]
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[DataField("metabolismHeat")]
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public float MetabolismHeat { get; private set; }
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[DataField("needsGases")]
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public Dictionary<Gas, float> NeedsGases { get; set; } = new();
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/// <summary>
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/// Heat output via radiation.
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/// </summary>
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[ViewVariables]
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[DataField("radiatedHeat")]
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public float RadiatedHeat { get; private set; }
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[DataField("producesGases")]
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public Dictionary<Gas, float> ProducesGases { get; set; } = new();
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/// <summary>
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/// Maximum heat regulated via sweat
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/// </summary>
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[ViewVariables]
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[DataField("sweatHeatRegulation")]
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public float SweatHeatRegulation { get; private set; }
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[DataField("deficitGases")]
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public Dictionary<Gas, float> DeficitGases { get; set; } = new();
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/// <summary>
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/// Maximum heat regulated via shivering
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/// </summary>
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[ViewVariables]
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[DataField("shiveringHeatRegulation")]
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public float ShiveringHeatRegulation { get; private set; }
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/// <summary>
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/// Amount of heat regulation that represents thermal regulation processes not
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/// explicitly coded.
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/// </summary>
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[DataField("implicitHeatRegulation")]
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public float ImplicitHeatRegulation { get; private set; }
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/// <summary>
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/// Normal body temperature
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/// </summary>
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[ViewVariables]
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[DataField("normalBodyTemperature")]
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public float NormalBodyTemperature { get; private set; }
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/// <summary>
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/// Deviation from normal temperature for body to start thermal regulation
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/// </summary>
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[DataField("thermalRegulationTemperatureThreshold")]
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public float ThermalRegulationTemperatureThreshold { get; private set; }
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[ViewVariables] public bool Suffocating { get; private set; }
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[ViewVariables] public bool Suffocating { get; set; }
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[DataField("damage", required: true)]
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[ViewVariables(VVAccess.ReadWrite)]
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@@ -97,283 +53,6 @@ namespace Content.Server.Body.Components
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[ViewVariables(VVAccess.ReadWrite)]
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public DamageSpecifier DamageRecovery = default!;
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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 total = 0f;
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foreach (var (gas, deficit) in DeficitGases)
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{
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var lack = 1f;
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if (NeedsGases.TryGetValue(gas, out var needed))
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{
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lack = deficit / needed;
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}
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total += lack / Atmospherics.TotalNumberOfGases;
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}
|
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return total;
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}
|
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|
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private float GasProducedMultiplier(Gas gas, float usedAverage)
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{
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if (!ProducesGases.TryGetValue(gas, out var produces))
|
||||
{
|
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return 0;
|
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}
|
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|
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if (!NeedsGases.TryGetValue(gas, out var needs))
|
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{
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needs = 1;
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}
|
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|
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return needs * produces * usedAverage;
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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));
|
||||
}
|
||||
|
||||
private void ProcessGases(float frameTime)
|
||||
{
|
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if (!Owner.TryGetComponent(out BloodstreamComponent? bloodstream))
|
||||
{
|
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return;
|
||||
}
|
||||
|
||||
if (_body == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var lungs = _body.GetMechanismBehaviors<LungBehavior>().ToArray();
|
||||
|
||||
var needs = NeedsAndDeficit(frameTime);
|
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var used = 0f;
|
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foreach (var (gas, amountNeeded) in needs)
|
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{
|
||||
var bloodstreamAmount = bloodstream.Air.GetMoles(gas);
|
||||
var deficit = 0f;
|
||||
|
||||
if (bloodstreamAmount < amountNeeded)
|
||||
{
|
||||
if (!Owner.GetComponent<MobStateComponent>().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)
|
||||
{
|
||||
var temperatureSystem = EntitySystem.Get<TemperatureSystem>();
|
||||
if (!Owner.TryGetComponent(out TemperatureComponent? temperatureComponent)) return;
|
||||
|
||||
float totalMetabolismTempChange = MetabolismHeat - RadiatedHeat;
|
||||
// implicit heat regulation
|
||||
var tempDiff = Math.Abs(temperatureComponent.CurrentTemperature - NormalBodyTemperature);
|
||||
var targetHeat = tempDiff * temperatureComponent.HeatCapacity;
|
||||
if (temperatureComponent.CurrentTemperature > NormalBodyTemperature)
|
||||
{
|
||||
totalMetabolismTempChange -= Math.Min(targetHeat, ImplicitHeatRegulation);
|
||||
}
|
||||
else
|
||||
{
|
||||
totalMetabolismTempChange += Math.Min(targetHeat, ImplicitHeatRegulation);
|
||||
}
|
||||
|
||||
temperatureSystem.ChangeHeat(Owner.Uid, totalMetabolismTempChange, true, temperatureComponent);
|
||||
|
||||
// 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)
|
||||
return;
|
||||
|
||||
var actionBlocker = EntitySystem.Get<ActionBlockerSystem>();
|
||||
|
||||
if (temperatureComponent.CurrentTemperature > NormalBodyTemperature)
|
||||
{
|
||||
if (!actionBlocker.CanSweat(OwnerUid)) return;
|
||||
temperatureSystem.ChangeHeat(OwnerUid, -Math.Min(targetHeat, SweatHeatRegulation), true, temperatureComponent);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!actionBlocker.CanShiver(OwnerUid)) return;
|
||||
temperatureSystem.ChangeHeat(OwnerUid, Math.Min(targetHeat, ShiveringHeatRegulation), true, temperatureComponent);
|
||||
}
|
||||
}
|
||||
|
||||
/// <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<MobStateComponent>(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()
|
||||
{
|
||||
if (!Suffocating)
|
||||
EntitySystem.Get<AdminLogSystem>().Add(LogType.Asphyxiation, $"{Owner} started suffocating");
|
||||
|
||||
Suffocating = true;
|
||||
|
||||
if (Owner.TryGetComponent(out ServerAlertsComponent? alertsComponent))
|
||||
{
|
||||
alertsComponent.ShowAlert(AlertType.LowOxygen);
|
||||
}
|
||||
|
||||
EntitySystem.Get<DamageableSystem>().TryChangeDamage(Owner.Uid, Damage, true, false);
|
||||
}
|
||||
|
||||
private void StopSuffocation()
|
||||
{
|
||||
if (Suffocating)
|
||||
EntitySystem.Get<AdminLogSystem>().Add(LogType.Asphyxiation, $"{Owner} stopped suffocating");
|
||||
|
||||
Suffocating = false;
|
||||
|
||||
if (Owner.TryGetComponent(out ServerAlertsComponent? alertsComponent))
|
||||
{
|
||||
alertsComponent.ClearAlert(AlertType.LowOxygen);
|
||||
}
|
||||
|
||||
EntitySystem.Get<DamageableSystem>().TryChangeDamage(Owner.Uid, DamageRecovery, true);
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
public float AccumulatedFrametime;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,19 +0,0 @@
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.GameObjects;
|
||||
|
||||
namespace Content.Server.Body.Components
|
||||
{
|
||||
[UsedImplicitly]
|
||||
public class RespiratorSystem : EntitySystem
|
||||
{
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
base.Update(frameTime);
|
||||
|
||||
foreach (var respirator in EntityManager.EntityQuery<RespiratorComponent>(false))
|
||||
{
|
||||
respirator.Update(frameTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
64
Content.Server/Body/Components/ThermalRegulatorComponent.cs
Normal file
64
Content.Server/Body/Components/ThermalRegulatorComponent.cs
Normal file
@@ -0,0 +1,64 @@
|
||||
using Content.Server.Body.Systems;
|
||||
using Robust.Shared.Analyzers;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Content.Server.Body.Components;
|
||||
|
||||
[RegisterComponent, ComponentProtoName("ThermalRegulator")]
|
||||
[Friend(typeof(ThermalRegulatorSystem))]
|
||||
public class ThermalRegulatorComponent : Component
|
||||
{
|
||||
public override string Name => "ThermalRegulator";
|
||||
|
||||
/// <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; }
|
||||
|
||||
public float AccumulatedFrametime;
|
||||
}
|
||||
Reference in New Issue
Block a user