Stasis bed cleanup and bugfixes. (#38762)
* Stasis bed sent to shed * Code Review * Code Review 2
This commit is contained in:
@@ -1,21 +0,0 @@
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using Content.Shared.Bed;
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using Robust.Client.GameObjects;
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namespace Content.Client.Bed;
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public sealed class StasisBedSystem : VisualizerSystem<StasisBedVisualsComponent>
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{
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protected override void OnAppearanceChange(EntityUid uid, StasisBedVisualsComponent component, ref AppearanceChangeEvent args)
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{
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if (args.Sprite != null
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&& AppearanceSystem.TryGetData<bool>(uid, StasisBedVisuals.IsOn, out var isOn, args.Component))
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{
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SpriteSystem.LayerSetVisible((uid, args.Sprite), StasisBedVisualLayers.IsOn, isOn);
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}
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}
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}
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public enum StasisBedVisualLayers : byte
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{
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IsOn,
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}
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6
Content.Client/Body/Systems/MetabolizerSystem.cs
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6
Content.Client/Body/Systems/MetabolizerSystem.cs
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@@ -0,0 +1,6 @@
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using Content.Shared.Body.Systems;
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namespace Content.Client.Body.Systems;
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/// <inheritdoc/>
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public sealed class MetabolizerSystem : SharedMetabolizerSystem;
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@@ -1,23 +1,15 @@
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using Content.Server.Bed.Components;
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using Content.Server.Power.EntitySystems;
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using Content.Shared.Bed;
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using Content.Shared.Bed.Components;
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using Content.Shared.Bed.Sleep;
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using Content.Shared.Body.Components;
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using Content.Shared.Body.Events;
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using Content.Shared.Buckle.Components;
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using Content.Shared.Damage;
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using Content.Shared.Emag.Systems;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Power;
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namespace Content.Server.Bed
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{
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public sealed class BedSystem : SharedBedSystem
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{
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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[Dependency] private readonly EmagSystem _emag = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
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private EntityQuery<SleepingComponent> _sleepingQuery;
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@@ -27,11 +19,6 @@ namespace Content.Server.Bed
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base.Initialize();
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_sleepingQuery = GetEntityQuery<SleepingComponent>();
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SubscribeLocalEvent<StasisBedComponent, StrappedEvent>(OnStasisStrapped);
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SubscribeLocalEvent<StasisBedComponent, UnstrappedEvent>(OnStasisUnstrapped);
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SubscribeLocalEvent<StasisBedComponent, PowerChangedEvent>(OnPowerChanged);
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SubscribeLocalEvent<StasisBedComponent, GotEmaggedEvent>(OnEmagged);
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}
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public override void Update(float frameTime)
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@@ -63,61 +50,5 @@ namespace Content.Server.Bed
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}
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}
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}
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private void UpdateAppearance(EntityUid uid, bool isOn)
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{
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_appearance.SetData(uid, StasisBedVisuals.IsOn, isOn);
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}
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private void OnStasisStrapped(Entity<StasisBedComponent> bed, ref StrappedEvent args)
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{
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if (!HasComp<BodyComponent>(args.Buckle) || !this.IsPowered(bed, EntityManager))
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return;
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var metabolicEvent = new ApplyMetabolicMultiplierEvent(args.Buckle, bed.Comp.Multiplier, true);
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RaiseLocalEvent(args.Buckle, ref metabolicEvent);
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}
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private void OnStasisUnstrapped(Entity<StasisBedComponent> bed, ref UnstrappedEvent args)
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{
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if (!HasComp<BodyComponent>(args.Buckle) || !this.IsPowered(bed, EntityManager))
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return;
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var metabolicEvent = new ApplyMetabolicMultiplierEvent(args.Buckle, bed.Comp.Multiplier, false);
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RaiseLocalEvent(args.Buckle, ref metabolicEvent);
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}
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private void OnPowerChanged(EntityUid uid, StasisBedComponent component, ref PowerChangedEvent args)
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{
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UpdateAppearance(uid, args.Powered);
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UpdateMetabolisms(uid, component, args.Powered);
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}
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private void OnEmagged(EntityUid uid, StasisBedComponent component, ref GotEmaggedEvent args)
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{
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if (!_emag.CompareFlag(args.Type, EmagType.Interaction))
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return;
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if (_emag.CheckFlag(uid, EmagType.Interaction))
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return;
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// Reset any metabolisms first so they receive the multiplier correctly
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UpdateMetabolisms(uid, component, false);
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component.Multiplier = 1 / component.Multiplier;
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UpdateMetabolisms(uid, component, true);
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args.Handled = true;
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}
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private void UpdateMetabolisms(EntityUid uid, StasisBedComponent component, bool shouldApply)
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{
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if (!TryComp<StrapComponent>(uid, out var strap) || strap.BuckledEntities.Count == 0)
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return;
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foreach (var buckledEntity in strap.BuckledEntities)
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{
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var metabolicEvent = new ApplyMetabolicMultiplierEvent(buckledEntity, component.Multiplier, shouldApply);
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RaiseLocalEvent(buckledEntity, ref metabolicEvent);
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}
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}
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}
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}
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@@ -1,13 +0,0 @@
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namespace Content.Server.Bed.Components
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{
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[RegisterComponent]
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public sealed partial class StasisBedComponent : Component
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{
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/// <summary>
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/// What the metabolic update rate will be multiplied by (higher = slower metabolism)
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/// </summary>
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[ViewVariables(VVAccess.ReadOnly)] // Writing is is not supported. ApplyMetabolicMultiplierEvent needs to be refactored first
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[DataField]
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public float Multiplier = 10f;
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}
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}
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@@ -26,6 +26,18 @@ namespace Content.Server.Body.Components
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[DataField]
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public TimeSpan UpdateInterval = TimeSpan.FromSeconds(1);
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/// <summary>
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/// Multiplier applied to <see cref="UpdateInterval"/> for adjusting based on metabolic rate multiplier.
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/// </summary>
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[DataField]
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public float UpdateIntervalMultiplier = 1f;
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/// <summary>
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/// Adjusted update interval based off of the multiplier value.
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/// </summary>
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[ViewVariables]
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public TimeSpan AdjustedUpdateInterval => UpdateInterval * UpdateIntervalMultiplier;
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/// <summary>
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/// From which solution will this metabolizer attempt to metabolize chemicals
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/// </summary>
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@@ -46,14 +58,14 @@ namespace Content.Server.Body.Components
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/// </summary>
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[DataField]
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[Access(typeof(MetabolizerSystem), Other = AccessPermissions.ReadExecute)] // FIXME Friends
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public HashSet<ProtoId<MetabolizerTypePrototype>>? MetabolizerTypes = null;
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public HashSet<ProtoId<MetabolizerTypePrototype>>? MetabolizerTypes;
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/// <summary>
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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]
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public bool RemoveEmpty = false;
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public bool RemoveEmpty;
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/// <summary>
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/// How many reagents can this metabolizer process at once?
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@@ -67,7 +79,7 @@ namespace Content.Server.Body.Components
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/// A list of metabolism groups that this metabolizer will act on, in order of precedence.
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/// </summary>
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[DataField("groups")]
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public List<MetabolismGroupEntry>? MetabolismGroups = default!;
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public List<MetabolismGroupEntry>? MetabolismGroups;
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}
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/// <summary>
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@@ -78,7 +90,7 @@ namespace Content.Server.Body.Components
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public sealed partial class MetabolismGroupEntry
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{
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[DataField(required: true)]
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public ProtoId<MetabolismGroupPrototype> Id = default!;
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public ProtoId<MetabolismGroupPrototype> Id;
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[DataField("rateModifier")]
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public FixedPoint2 MetabolismRateModifier = 1.0;
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@@ -1,5 +1,4 @@
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using Content.Server.Body.Systems;
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using Content.Shared.Alert;
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using Content.Shared.Atmos;
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using Content.Shared.Chat.Prototypes;
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using Content.Shared.Damage;
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@@ -8,7 +7,7 @@ using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Server.Body.Components
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{
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[RegisterComponent, Access(typeof(RespiratorSystem))]
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[RegisterComponent, Access(typeof(RespiratorSystem)), AutoGenerateComponentPause]
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public sealed partial class RespiratorComponent : Component
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{
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/// <summary>
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@@ -36,7 +35,7 @@ namespace Content.Server.Body.Components
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/// <summary>
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/// The next time that this body will inhale or exhale.
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoPausedField]
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public TimeSpan NextUpdate;
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/// <summary>
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@@ -46,6 +45,18 @@ namespace Content.Server.Body.Components
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[DataField]
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public TimeSpan UpdateInterval = TimeSpan.FromSeconds(2);
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/// <summary>
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/// Multiplier applied to <see cref="UpdateInterval"/> for adjusting based on metabolic rate multiplier.
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/// </summary>
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[DataField]
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public float UpdateIntervalMultiplier = 1f;
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/// <summary>
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/// Adjusted update interval based off of the multiplier value.
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/// </summary>
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[ViewVariables]
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public TimeSpan AdjustedUpdateInterval => UpdateInterval * UpdateIntervalMultiplier;
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/// <summary>
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/// Saturation level. Reduced by UpdateInterval each tick.
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/// Can be thought of as 'how many seconds you have until you start suffocating' in this configuration.
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@@ -2,6 +2,7 @@ using Content.Server.Body.Components;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Body.Events;
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using Content.Shared.Body.Organ;
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using Content.Shared.Body.Systems;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Components.SolutionManager;
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using Content.Shared.Chemistry.EntitySystems;
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@@ -18,7 +19,8 @@ using Robust.Shared.Timing;
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namespace Content.Server.Body.Systems
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{
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public sealed class MetabolizerSystem : EntitySystem
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/// <inheritdoc/>
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public sealed class MetabolizerSystem : SharedMetabolizerSystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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@@ -45,7 +47,7 @@ namespace Content.Server.Body.Systems
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private void OnMapInit(Entity<MetabolizerComponent> ent, ref MapInitEvent args)
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{
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ent.Comp.NextUpdate = _gameTiming.CurTime + ent.Comp.UpdateInterval;
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ent.Comp.NextUpdate = _gameTiming.CurTime + ent.Comp.AdjustedUpdateInterval;
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}
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private void OnUnpaused(Entity<MetabolizerComponent> ent, ref EntityUnpausedEvent args)
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@@ -65,20 +67,9 @@ namespace Content.Server.Body.Systems
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}
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}
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private void OnApplyMetabolicMultiplier(
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Entity<MetabolizerComponent> ent,
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ref ApplyMetabolicMultiplierEvent args)
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private void OnApplyMetabolicMultiplier(Entity<MetabolizerComponent> ent, ref ApplyMetabolicMultiplierEvent args)
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{
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// TODO REFACTOR THIS
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// This will slowly drift over time due to floating point errors.
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// Instead, raise an event with the base rates and allow modifiers to get applied to it.
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if (args.Apply)
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{
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ent.Comp.UpdateInterval *= args.Multiplier;
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return;
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}
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ent.Comp.UpdateInterval /= args.Multiplier;
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ent.Comp.UpdateIntervalMultiplier = args.Multiplier;
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}
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public override void Update(float frameTime)
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@@ -99,7 +90,7 @@ namespace Content.Server.Body.Systems
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if (_gameTiming.CurTime < metab.NextUpdate)
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continue;
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metab.NextUpdate += metab.UpdateInterval;
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metab.NextUpdate += metab.AdjustedUpdateInterval;
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TryMetabolize((uid, metab));
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}
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}
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@@ -48,7 +48,6 @@ public sealed class RespiratorSystem : EntitySystem
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// We want to process lung reagents before we inhale new reagents.
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UpdatesAfter.Add(typeof(MetabolizerSystem));
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SubscribeLocalEvent<RespiratorComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<RespiratorComponent, EntityUnpausedEvent>(OnUnpaused);
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SubscribeLocalEvent<RespiratorComponent, ApplyMetabolicMultiplierEvent>(OnApplyMetabolicMultiplier);
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SubscribeLocalEvent<BodyComponent, InhaledGasEvent>(OnGasInhaled);
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SubscribeLocalEvent<BodyComponent, ExhaledGasEvent>(OnGasExhaled);
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@@ -56,25 +55,20 @@ public sealed class RespiratorSystem : EntitySystem
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private void OnMapInit(Entity<RespiratorComponent> ent, ref MapInitEvent args)
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{
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ent.Comp.NextUpdate = _gameTiming.CurTime + ent.Comp.UpdateInterval;
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}
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private void OnUnpaused(Entity<RespiratorComponent> ent, ref EntityUnpausedEvent args)
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{
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ent.Comp.NextUpdate += args.PausedTime;
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ent.Comp.NextUpdate = _gameTiming.CurTime + ent.Comp.AdjustedUpdateInterval;
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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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var query = EntityQueryEnumerator<RespiratorComponent, BodyComponent>();
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while (query.MoveNext(out var uid, out var respirator, out var body))
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var query = EntityQueryEnumerator<RespiratorComponent>();
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while (query.MoveNext(out var uid, out var respirator))
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{
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if (_gameTiming.CurTime < respirator.NextUpdate)
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continue;
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respirator.NextUpdate += respirator.UpdateInterval;
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respirator.NextUpdate += respirator.AdjustedUpdateInterval;
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if (_mobState.IsDead(uid))
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continue;
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@@ -396,27 +390,9 @@ public sealed class RespiratorSystem : EntitySystem
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Math.Clamp(respirator.Saturation, respirator.MinSaturation, respirator.MaxSaturation);
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}
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private void OnApplyMetabolicMultiplier(
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Entity<RespiratorComponent> ent,
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ref ApplyMetabolicMultiplierEvent args)
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private void OnApplyMetabolicMultiplier(Entity<RespiratorComponent> ent, ref ApplyMetabolicMultiplierEvent args)
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{
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// TODO REFACTOR THIS
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// This will slowly drift over time due to floating point errors.
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// Instead, raise an event with the base rates and allow modifiers to get applied to it.
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if (args.Apply)
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{
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ent.Comp.UpdateInterval *= args.Multiplier;
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ent.Comp.Saturation *= args.Multiplier;
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ent.Comp.MaxSaturation *= args.Multiplier;
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ent.Comp.MinSaturation *= args.Multiplier;
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return;
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}
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// This way we don't have to worry about it breaking if the stasis bed component is destroyed
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ent.Comp.UpdateInterval /= args.Multiplier;
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ent.Comp.Saturation /= args.Multiplier;
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ent.Comp.MaxSaturation /= args.Multiplier;
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ent.Comp.MinSaturation /= args.Multiplier;
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ent.Comp.UpdateIntervalMultiplier = args.Multiplier;
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}
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private void OnGasInhaled(Entity<BodyComponent> entity, ref InhaledGasEvent args)
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@@ -45,6 +45,7 @@ namespace Content.Server.Power.EntitySystems
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UpdatesAfter.Add(typeof(NodeGroupSystem));
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_solver = new(_cfg.GetCVar(CCVars.DebugPow3rDisableParallel));
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SubscribeLocalEvent<ApcPowerReceiverComponent, MapInitEvent>(ApcPowerReceiverMapInit);
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SubscribeLocalEvent<ApcPowerReceiverComponent, ComponentInit>(ApcPowerReceiverInit);
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SubscribeLocalEvent<ApcPowerReceiverComponent, ComponentShutdown>(ApcPowerReceiverShutdown);
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SubscribeLocalEvent<ApcPowerReceiverComponent, ComponentRemove>(ApcPowerReceiverRemove);
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@@ -74,6 +75,11 @@ namespace Content.Server.Power.EntitySystems
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_solver = new(val);
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}
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private void ApcPowerReceiverMapInit(Entity<ApcPowerReceiverComponent> ent, ref MapInitEvent args)
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{
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_appearance.SetData(ent, PowerDeviceVisuals.Powered, ent.Comp.Powered);
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}
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private void ApcPowerReceiverInit(EntityUid uid, ApcPowerReceiverComponent component, ComponentInit args)
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{
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AllocLoad(component.NetworkLoad);
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10
Content.Shared/Bed/Components/StasisBedBuckledComponent.cs
Normal file
10
Content.Shared/Bed/Components/StasisBedBuckledComponent.cs
Normal file
@@ -0,0 +1,10 @@
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using Robust.Shared.GameStates;
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namespace Content.Shared.Bed.Components;
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/// <summary>
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/// Tracking component added to entities buckled to stasis beds.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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[Access(typeof(SharedBedSystem))]
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public sealed partial class StasisBedBuckledComponent : Component;
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18
Content.Shared/Bed/Components/StasisBedComponent.cs
Normal file
18
Content.Shared/Bed/Components/StasisBedComponent.cs
Normal file
@@ -0,0 +1,18 @@
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using Content.Shared.Buckle.Components;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Bed.Components;
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/// <summary>
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/// A <see cref="StrapComponent"/> that modifies a strapped entity's metabolic rate by the given multiplier
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(SharedBedSystem))]
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public sealed partial class StasisBedComponent : Component
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{
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/// <summary>
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/// What the metabolic update rate will be multiplied by (higher = slower metabolism)
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/// </summary>
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[DataField, AutoNetworkedField]
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public float Multiplier = 10f;
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}
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@@ -1,7 +1,12 @@
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using Content.Shared.Actions;
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using Content.Shared.Bed.Components;
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using Content.Shared.Bed.Sleep;
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using Content.Shared.Body.Events;
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using Content.Shared.Body.Systems;
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using Content.Shared.Buckle.Components;
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using Content.Shared.Emag.Systems;
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using Content.Shared.Power;
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using Content.Shared.Power.EntitySystems;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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@@ -12,6 +17,9 @@ public abstract class SharedBedSystem : EntitySystem
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[Dependency] protected readonly IGameTiming Timing = default!;
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[Dependency] private readonly ActionContainerSystem _actConts = default!;
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[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
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[Dependency] private readonly EmagSystem _emag = default!;
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[Dependency] private readonly SharedMetabolizerSystem _metabolizer = default!;
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[Dependency] private readonly SharedPowerReceiverSystem _powerReceiver = default!;
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[Dependency] private readonly SleepingSystem _sleepingSystem = default!;
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public override void Initialize()
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@@ -21,6 +29,12 @@ public abstract class SharedBedSystem : EntitySystem
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SubscribeLocalEvent<HealOnBuckleComponent, MapInitEvent>(OnHealMapInit);
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SubscribeLocalEvent<HealOnBuckleComponent, StrappedEvent>(OnStrapped);
|
||||
SubscribeLocalEvent<HealOnBuckleComponent, UnstrappedEvent>(OnUnstrapped);
|
||||
|
||||
SubscribeLocalEvent<StasisBedComponent, StrappedEvent>(OnStasisStrapped);
|
||||
SubscribeLocalEvent<StasisBedComponent, UnstrappedEvent>(OnStasisUnstrapped);
|
||||
SubscribeLocalEvent<StasisBedComponent, GotEmaggedEvent>(OnStasisEmagged);
|
||||
SubscribeLocalEvent<StasisBedComponent, PowerChangedEvent>(OnPowerChanged);
|
||||
SubscribeLocalEvent<StasisBedBuckledComponent, GetMetabolicMultiplierEvent>(OnStasisGetMetabolicMultiplier);
|
||||
}
|
||||
|
||||
private void OnHealMapInit(Entity<HealOnBuckleComponent> ent, ref MapInitEvent args)
|
||||
@@ -46,4 +60,61 @@ public abstract class SharedBedSystem : EntitySystem
|
||||
_sleepingSystem.TryWaking(args.Buckle.Owner);
|
||||
RemComp<HealOnBuckleHealingComponent>(bed);
|
||||
}
|
||||
|
||||
private void OnStasisStrapped(Entity<StasisBedComponent> ent, ref StrappedEvent args)
|
||||
{
|
||||
EnsureComp<StasisBedBuckledComponent>(args.Buckle);
|
||||
_metabolizer.UpdateMetabolicMultiplier(args.Buckle);
|
||||
}
|
||||
|
||||
private void OnStasisUnstrapped(Entity<StasisBedComponent> ent, ref UnstrappedEvent args)
|
||||
{
|
||||
RemComp<StasisBedBuckledComponent>(ent);
|
||||
_metabolizer.UpdateMetabolicMultiplier(args.Buckle);
|
||||
}
|
||||
|
||||
private void OnStasisEmagged(Entity<StasisBedComponent> ent, ref GotEmaggedEvent args)
|
||||
{
|
||||
if (!_emag.CompareFlag(args.Type, EmagType.Interaction))
|
||||
return;
|
||||
|
||||
if (_emag.CheckFlag(ent, EmagType.Interaction))
|
||||
return;
|
||||
|
||||
ent.Comp.Multiplier = 1f / ent.Comp.Multiplier;
|
||||
UpdateMetabolisms(ent.Owner);
|
||||
Dirty(ent);
|
||||
|
||||
args.Handled = true;
|
||||
}
|
||||
|
||||
private void OnPowerChanged(Entity<StasisBedComponent> ent, ref PowerChangedEvent args)
|
||||
{
|
||||
UpdateMetabolisms(ent.Owner);
|
||||
}
|
||||
|
||||
private void OnStasisGetMetabolicMultiplier(Entity<StasisBedBuckledComponent> ent, ref GetMetabolicMultiplierEvent args)
|
||||
{
|
||||
if (!TryComp<BuckleComponent>(ent, out var buckle) || buckle.BuckledTo is not { } buckledTo)
|
||||
return;
|
||||
|
||||
if (!TryComp<StasisBedComponent>(buckledTo, out var stasis))
|
||||
return;
|
||||
|
||||
if (!_powerReceiver.IsPowered(buckledTo))
|
||||
return;
|
||||
|
||||
args.Multiplier *= stasis.Multiplier;
|
||||
}
|
||||
|
||||
protected void UpdateMetabolisms(Entity<StrapComponent?> ent)
|
||||
{
|
||||
if (!Resolve(ent, ref ent.Comp, false))
|
||||
return;
|
||||
|
||||
foreach (var buckledEntity in ent.Comp.BuckledEntities)
|
||||
{
|
||||
_metabolizer.UpdateMetabolicMultiplier(buckledEntity);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,10 +0,0 @@
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.Bed
|
||||
{
|
||||
[Serializable, NetSerializable]
|
||||
public enum StasisBedVisuals : byte
|
||||
{
|
||||
IsOn,
|
||||
}
|
||||
}
|
||||
@@ -37,6 +37,18 @@ public sealed partial class BloodstreamComponent : Component
|
||||
[DataField, AutoNetworkedField]
|
||||
public TimeSpan UpdateInterval = TimeSpan.FromSeconds(3);
|
||||
|
||||
/// <summary>
|
||||
/// Multiplier applied to <see cref="UpdateInterval"/> for adjusting based on metabolic rate multiplier.
|
||||
/// </summary>
|
||||
[DataField, AutoNetworkedField]
|
||||
public float UpdateIntervalMultiplier = 1f;
|
||||
|
||||
/// <summary>
|
||||
/// Adjusted update interval based off of the multiplier value.
|
||||
/// </summary>
|
||||
[ViewVariables]
|
||||
public TimeSpan AdjustedUpdateInterval => UpdateInterval * UpdateIntervalMultiplier;
|
||||
|
||||
/// <summary>
|
||||
/// How much is this entity currently bleeding?
|
||||
/// Higher numbers mean more blood lost every tick.
|
||||
|
||||
@@ -23,6 +23,18 @@ namespace Content.Shared.Body.Components
|
||||
[DataField]
|
||||
public TimeSpan UpdateInterval = TimeSpan.FromSeconds(1);
|
||||
|
||||
/// <summary>
|
||||
/// Multiplier applied to <see cref="UpdateInterval"/> for adjusting based on metabolic rate multiplier.
|
||||
/// </summary>
|
||||
[DataField]
|
||||
public float UpdateIntervalMultiplier = 1f;
|
||||
|
||||
/// <summary>
|
||||
/// Adjusted update interval based off of the multiplier value.
|
||||
/// </summary>
|
||||
[ViewVariables]
|
||||
public TimeSpan AdjustedUpdateInterval => UpdateInterval * UpdateIntervalMultiplier;
|
||||
|
||||
/// <summary>
|
||||
/// The solution inside of this stomach this transfers reagents to the body.
|
||||
/// </summary>
|
||||
|
||||
@@ -1,26 +0,0 @@
|
||||
namespace Content.Shared.Body.Events;
|
||||
|
||||
// TODO REFACTOR THIS
|
||||
// This will cause rates to slowly drift over time due to floating point errors.
|
||||
// Instead, the system that raised this should trigger an update and subscribe to get-modifier events.
|
||||
[ByRefEvent]
|
||||
public readonly record struct ApplyMetabolicMultiplierEvent(
|
||||
EntityUid Uid,
|
||||
float Multiplier,
|
||||
bool Apply)
|
||||
{
|
||||
/// <summary>
|
||||
/// The entity whose metabolism is being modified.
|
||||
/// </summary>
|
||||
public readonly EntityUid Uid = Uid;
|
||||
|
||||
/// <summary>
|
||||
/// What the metabolism's update rate will be multiplied by.
|
||||
/// </summary>
|
||||
public readonly float Multiplier = Multiplier;
|
||||
|
||||
/// <summary>
|
||||
/// If true, apply the multiplier. If false, revert it.
|
||||
/// </summary>
|
||||
public readonly bool Apply = Apply;
|
||||
}
|
||||
26
Content.Shared/Body/Events/MetabolizerEvents.cs
Normal file
26
Content.Shared/Body/Events/MetabolizerEvents.cs
Normal file
@@ -0,0 +1,26 @@
|
||||
namespace Content.Shared.Body.Events;
|
||||
|
||||
/// <summary>
|
||||
/// Raised on an entity to determine their metabolic multiplier.
|
||||
/// </summary>
|
||||
[ByRefEvent]
|
||||
public record struct GetMetabolicMultiplierEvent()
|
||||
{
|
||||
/// <summary>
|
||||
/// What the metabolism's update rate will be multiplied by.
|
||||
/// </summary>
|
||||
public float Multiplier = 1f;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Raised on an entity to apply their metabolic multiplier to relevant systems.
|
||||
/// Note that you should be storing this value as to not accrue precision errors when it's modified.
|
||||
/// </summary>
|
||||
[ByRefEvent]
|
||||
public readonly record struct ApplyMetabolicMultiplierEvent(float Multiplier)
|
||||
{
|
||||
/// <summary>
|
||||
/// What the metabolism's update rate will be multiplied by.
|
||||
/// </summary>
|
||||
public readonly float Multiplier = Multiplier;
|
||||
}
|
||||
@@ -64,7 +64,7 @@ public abstract class SharedBloodstreamSystem : EntitySystem
|
||||
if (curTime < bloodstream.NextUpdate)
|
||||
continue;
|
||||
|
||||
bloodstream.NextUpdate += bloodstream.UpdateInterval;
|
||||
bloodstream.NextUpdate += bloodstream.AdjustedUpdateInterval;
|
||||
DirtyField(uid, bloodstream, nameof(BloodstreamComponent.NextUpdate)); // needs to be dirtied on the client so it can be rerolled during prediction
|
||||
|
||||
if (!SolutionContainer.ResolveSolution(uid, bloodstream.BloodSolutionName, ref bloodstream.BloodSolution, out var bloodSolution))
|
||||
@@ -101,12 +101,12 @@ public abstract class SharedBloodstreamSystem : EntitySystem
|
||||
// Multiplying by 2 is arbitrary but works for this case, it just prevents the time from running out
|
||||
_drunkSystem.TryApplyDrunkenness(
|
||||
uid,
|
||||
(float)bloodstream.UpdateInterval.TotalSeconds * 2,
|
||||
(float)bloodstream.AdjustedUpdateInterval.TotalSeconds * 2,
|
||||
applySlur: false);
|
||||
_stutteringSystem.DoStutter(uid, bloodstream.UpdateInterval * 2, refresh: false);
|
||||
_stutteringSystem.DoStutter(uid, bloodstream.AdjustedUpdateInterval * 2, refresh: false);
|
||||
|
||||
// storing the drunk and stutter time so we can remove it independently from other effects additions
|
||||
bloodstream.StatusTime += bloodstream.UpdateInterval * 2;
|
||||
bloodstream.StatusTime += bloodstream.AdjustedUpdateInterval * 2;
|
||||
DirtyField(uid, bloodstream, nameof(BloodstreamComponent.StatusTime));
|
||||
}
|
||||
else if (!_mobStateSystem.IsDead(uid))
|
||||
@@ -129,7 +129,7 @@ public abstract class SharedBloodstreamSystem : EntitySystem
|
||||
|
||||
private void OnMapInit(Entity<BloodstreamComponent> ent, ref MapInitEvent args)
|
||||
{
|
||||
ent.Comp.NextUpdate = _timing.CurTime + ent.Comp.UpdateInterval;
|
||||
ent.Comp.NextUpdate = _timing.CurTime + ent.Comp.AdjustedUpdateInterval;
|
||||
DirtyField(ent, ent.Comp, nameof(BloodstreamComponent.NextUpdate));
|
||||
}
|
||||
|
||||
@@ -289,15 +289,8 @@ public abstract class SharedBloodstreamSystem : EntitySystem
|
||||
|
||||
private void OnApplyMetabolicMultiplier(Entity<BloodstreamComponent> ent, ref ApplyMetabolicMultiplierEvent args)
|
||||
{
|
||||
// TODO REFACTOR THIS
|
||||
// This will slowly drift over time due to floating point errors.
|
||||
// Instead, raise an event with the base rates and allow modifiers to get applied to it.
|
||||
if (args.Apply)
|
||||
ent.Comp.UpdateInterval *= args.Multiplier;
|
||||
else
|
||||
ent.Comp.UpdateInterval /= args.Multiplier;
|
||||
|
||||
DirtyField(ent, ent.Comp, nameof(BloodstreamComponent.UpdateInterval));
|
||||
ent.Comp.UpdateIntervalMultiplier = args.Multiplier;
|
||||
DirtyField(ent, ent.Comp, nameof(BloodstreamComponent.UpdateIntervalMultiplier));
|
||||
}
|
||||
|
||||
private void OnRejuvenate(Entity<BloodstreamComponent> ent, ref RejuvenateEvent args)
|
||||
|
||||
20
Content.Shared/Body/Systems/SharedMetabolizerSystem.cs
Normal file
20
Content.Shared/Body/Systems/SharedMetabolizerSystem.cs
Normal file
@@ -0,0 +1,20 @@
|
||||
using Content.Shared.Body.Events;
|
||||
|
||||
namespace Content.Shared.Body.Systems;
|
||||
|
||||
public abstract class SharedMetabolizerSystem : EntitySystem
|
||||
{
|
||||
/// <summary>
|
||||
/// Updates the metabolic rate multiplier for a given entity,
|
||||
/// raising both <see cref="GetMetabolicMultiplierEvent"/> to determine what the multiplier is and <see cref="ApplyMetabolicMultiplierEvent"/> to update relevant components.
|
||||
/// </summary>
|
||||
/// <param name="uid"></param>
|
||||
public void UpdateMetabolicMultiplier(EntityUid uid)
|
||||
{
|
||||
var getEv = new GetMetabolicMultiplierEvent();
|
||||
RaiseLocalEvent(uid, ref getEv);
|
||||
|
||||
var applyEv = new ApplyMetabolicMultiplierEvent(getEv.Multiplier);
|
||||
RaiseLocalEvent(uid, ref applyEv);
|
||||
}
|
||||
}
|
||||
@@ -27,7 +27,7 @@ namespace Content.Shared.Body.Systems
|
||||
|
||||
private void OnMapInit(Entity<StomachComponent> ent, ref MapInitEvent args)
|
||||
{
|
||||
ent.Comp.NextUpdate = _gameTiming.CurTime + ent.Comp.UpdateInterval;
|
||||
ent.Comp.NextUpdate = _gameTiming.CurTime + ent.Comp.AdjustedUpdateInterval;
|
||||
}
|
||||
|
||||
private void OnUnpaused(Entity<StomachComponent> ent, ref EntityUnpausedEvent args)
|
||||
@@ -53,7 +53,7 @@ namespace Content.Shared.Body.Systems
|
||||
if (_gameTiming.CurTime < stomach.NextUpdate)
|
||||
continue;
|
||||
|
||||
stomach.NextUpdate += stomach.UpdateInterval;
|
||||
stomach.NextUpdate += stomach.AdjustedUpdateInterval;
|
||||
|
||||
// Get our solutions
|
||||
if (!_solutionContainerSystem.ResolveSolution((uid, sol), DefaultSolutionName, ref stomach.Solution, out var stomachSolution))
|
||||
@@ -67,7 +67,7 @@ namespace Content.Shared.Body.Systems
|
||||
var queue = new RemQueue<StomachComponent.ReagentDelta>();
|
||||
foreach (var delta in stomach.ReagentDeltas)
|
||||
{
|
||||
delta.Increment(stomach.UpdateInterval);
|
||||
delta.Increment(stomach.AdjustedUpdateInterval);
|
||||
if (delta.Lifetime > stomach.DigestionDelay)
|
||||
{
|
||||
if (stomachSolution.TryGetReagent(delta.ReagentQuantity.Reagent, out var reagent))
|
||||
@@ -95,18 +95,9 @@ namespace Content.Shared.Body.Systems
|
||||
}
|
||||
}
|
||||
|
||||
private void OnApplyMetabolicMultiplier(
|
||||
Entity<StomachComponent> ent,
|
||||
ref ApplyMetabolicMultiplierEvent args)
|
||||
private void OnApplyMetabolicMultiplier(Entity<StomachComponent> ent, ref ApplyMetabolicMultiplierEvent args)
|
||||
{
|
||||
if (args.Apply)
|
||||
{
|
||||
ent.Comp.UpdateInterval *= args.Multiplier;
|
||||
return;
|
||||
}
|
||||
|
||||
// This way we don't have to worry about it breaking if the stasis bed component is destroyed
|
||||
ent.Comp.UpdateInterval /= args.Multiplier;
|
||||
ent.Comp.UpdateIntervalMultiplier = args.Multiplier;
|
||||
}
|
||||
|
||||
public bool CanTransferSolution(
|
||||
|
||||
@@ -18,8 +18,13 @@
|
||||
- state: icon
|
||||
- state: unlit
|
||||
shader: unshaded
|
||||
map: ["enum.StasisBedVisualLayers.IsOn"]
|
||||
- type: StasisBedVisuals
|
||||
map: ["unlit"]
|
||||
- type: GenericVisualizer
|
||||
visuals:
|
||||
enum.PowerDeviceVisuals.Powered:
|
||||
unlit:
|
||||
True: { visible: true }
|
||||
False: { visible: false }
|
||||
- type: Appearance
|
||||
- type: ApcPowerReceiver
|
||||
powerLoad: 1000
|
||||
|
||||
Reference in New Issue
Block a user