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
This commit is contained in:
DrSmugleaf
2020-09-12 22:52:50 +02:00
committed by GitHub
parent 68bf099cbe
commit 65d7775665
7 changed files with 543 additions and 72 deletions

View File

@@ -1,8 +1,11 @@
using System;
using System.Linq;
using Content.Server.Atmos;
using Content.Server.GameObjects.Components.Body.Circulatory;
using Content.Server.Interfaces;
using Content.Server.Utility;
using Content.Shared.Atmos;
using Content.Shared.Interfaces;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
@@ -16,27 +19,31 @@ namespace Content.Server.GameObjects.Components.Body.Respiratory
private float _accumulatedFrameTime;
/// <summary>
/// The pressure that this lung exerts on the air around it
/// </summary>
[ViewVariables(VVAccess.ReadWrite)] private float Pressure { get; set; }
[ViewVariables] public GasMixture Air { get; set; }
[ViewVariables] public LungStatus Status { get; set; }
[ViewVariables] public float CycleDelay { get; set; }
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
Air = new GasMixture();
Air = new GasMixture {Temperature = Atmospherics.NormalBodyTemperature};
serializer.DataReadWriteFunction(
"volume",
6,
vol => Air.Volume = vol,
() => Air.Volume);
serializer.DataField(this, l => l.Pressure, "pressure", 100);
serializer.DataReadWriteFunction(
"temperature",
Atmospherics.NormalBodyTemperature,
temp => Air.Temperature = temp,
() => Air.Temperature);
serializer.DataField(this, l => l.CycleDelay, "cycleDelay", 2);
}
public void Update(float frameTime)
@@ -54,7 +61,9 @@ namespace Content.Server.GameObjects.Components.Body.Respiratory
};
var absoluteTime = Math.Abs(_accumulatedFrameTime);
if (absoluteTime < 2)
var delay = CycleDelay;
if (absoluteTime < delay)
{
return;
}
@@ -73,50 +82,100 @@ namespace Content.Server.GameObjects.Components.Body.Respiratory
throw new ArgumentOutOfRangeException();
}
_accumulatedFrameTime = absoluteTime - 2;
_accumulatedFrameTime = absoluteTime - delay;
}
public void Transfer(GasMixture from, GasMixture to, float ratio)
{
var removed = from.RemoveRatio(ratio);
var toOld = to.Gases.ToArray();
to.Merge(removed);
for (var gas = 0; gas < Atmospherics.TotalNumberOfGases; gas++)
{
var newAmount = to.GetMoles(gas);
var oldAmount = toOld[gas];
var delta = newAmount - oldAmount;
removed.AdjustMoles(gas, -delta);
}
from.Merge(removed);
}
public void ToBloodstream(GasMixture mixture)
{
if (!Owner.TryGetComponent(out BloodstreamComponent bloodstream))
{
return;
}
var to = bloodstream.Air;
to.Merge(mixture);
mixture.Clear();
}
public void Inhale(float frameTime)
{
if (!Owner.TryGetComponent(out BloodstreamComponent bloodstream))
{
return;
}
if (!Owner.Transform.Coordinates.TryGetTileAir(out var tileAir))
{
return;
}
var amount = Atmospherics.BreathPercentage * frameTime;
var volumeRatio = amount / tileAir.Volume;
var temp = tileAir.RemoveRatio(volumeRatio);
Inhale(frameTime, tileAir);
}
temp.PumpGasTo(Air, Pressure);
Air.PumpGasTo(bloodstream.Air, Pressure);
tileAir.Merge(temp);
public void Inhale(float frameTime, GasMixture from)
{
var ratio = Atmospherics.BreathPercentage * frameTime;
Transfer(from, Air, ratio);
ToBloodstream(Air);
}
public void Exhale(float frameTime)
{
if (!Owner.TryGetComponent(out BloodstreamComponent bloodstream))
{
return;
}
if (!Owner.Transform.Coordinates.TryGetTileAir(out var tileAir))
{
return;
}
bloodstream.PumpToxins(Air, Pressure);
Exhale(frameTime, tileAir);
}
var amount = Atmospherics.BreathPercentage * frameTime;
var volumeRatio = amount / tileAir.Volume;
var temp = tileAir.RemoveRatio(volumeRatio);
public void Exhale(float frameTime, GasMixture to)
{
// TODO: Make the bloodstream separately pump toxins into the lungs, making the lungs' only job to empty.
if (!Owner.TryGetComponent(out BloodstreamComponent bloodstream))
{
return;
}
temp.PumpGasTo(tileAir, Pressure);
Air.Merge(temp);
bloodstream.PumpToxins(Air);
var lungRemoved = Air.RemoveRatio(0.5f);
var toOld = to.Gases.ToArray();
to.Merge(lungRemoved);
for (var gas = 0; gas < Atmospherics.TotalNumberOfGases; gas++)
{
var newAmount = to.GetMoles(gas);
var oldAmount = toOld[gas];
var delta = newAmount - oldAmount;
lungRemoved.AdjustMoles(gas, -delta);
}
Air.Merge(lungRemoved);
}
public void Gasp()
{
Owner.PopupMessageEveryone("Gasp");
Inhale(CycleDelay);
}
}