Fix breathing once and for all (#1996)
* Fix breathing * WIP changes because I don't trust git stash after 2 weeks * My imports * Add gasping, adjust breathing values and fix test * Make the gasp message appear to others * Add PopupMessageEveryone extension * Change used percentage to use a single number instead * Remove unnecessary logging * Fix air consistency test * Add test map to SkippedMaps array
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@@ -1,7 +1,9 @@
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using System.Linq;
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using Content.Server.Atmos;
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using Content.Server.GameObjects.Components.Chemistry;
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using Content.Server.GameObjects.Components.Metabolism;
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using Content.Server.Interfaces;
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using Content.Shared.Atmos;
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using Content.Shared.Chemistry;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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@@ -45,7 +47,7 @@ namespace Content.Server.GameObjects.Components.Body.Circulatory
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{
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base.ExposeData(serializer);
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Air = new GasMixture(6);
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Air = new GasMixture(6) {Temperature = Atmospherics.NormalBodyTemperature};
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serializer.DataField(ref _initialMaxVolume, "maxVolume", ReagentUnit.New(250));
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}
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@@ -68,17 +70,29 @@ namespace Content.Server.GameObjects.Components.Body.Circulatory
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return true;
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}
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public void PumpToxins(GasMixture into, float pressure)
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public void PumpToxins(GasMixture to)
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{
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if (!Owner.TryGetComponent(out MetabolismComponent metabolism))
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{
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Air.PumpGasTo(into, pressure);
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to.Merge(Air);
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Air.Clear();
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return;
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}
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var toxins = metabolism.Clean(this);
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var toOld = to.Gases.ToArray();
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to.Merge(toxins);
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for (var i = 0; i < toOld.Length; i++)
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{
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var newAmount = to.GetMoles(i);
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var oldAmount = toOld[i];
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var delta = newAmount - oldAmount;
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toxins.AdjustMoles(i, -delta);
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}
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toxins.PumpGasTo(into, pressure);
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Air.Merge(toxins);
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}
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}
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