* serv3 in shared pt 1 * beginning of deepclone api * progress in implementing ideepclone & serv3 in content * adds target * its cant hurt you it cant hurt you * more changes to content.server * adds dataclasses * almost there * renamed & edited entry * finishes refactoring content to use serv3 * gasmixture runtimes, next: reagentunit * fucin hell that was an annoying one * adds flags * fixes some yaml errors * removes comment * fixes generic components for now * removes todo actually clones values my god paul fixes bug involving resolving custom data classes from other proj renames dataclass fixes spritecomp adds WithFormat.Constants support * adds deepclone to ResistanceSet * adds a bunch of deepclone implementations adds a deepclone analyzer (TODO) adds a deep clone fallback for classes & structs * fixes a bunch of runtimes * adds deepclone to entityuid * adds generator to sln * gets rid of warnings * fixes * argh * componentdata refactors * more deepclone impl * heck me i reworked all of content deepclone * renames custom dataclasstarget * misc * reworks prototypes * deepclone nuke * renamed customdataclass attribute * fixes everything * misc fixed * the killcommit * getting there * changed yamlfieldattribute namespace * adds back iselfserialize * renames everything to data(field/definition) * ouch * Fix most errors on content * Fix more errors in content * Fix some components * work on tests * fixes some customdataclasses * fuggin shit * yes * yeas * Remove data classes * Data field naming fixes * arg * Git resetti RobustToolbox * Merge fixes * General fixes * Fix startup serialization errors * Fix DamageContainerPrototype when supported classes or types are null * Implement construction graph step type serializer * Fix up construction serialization * Fix up construction serialization part 2 * Fix null list in technology database component * Fix body serialization * Fix entity storage serialization * Fix actions serialization * Fix AI serialization * Fix reaction serialization * Fix body serialization * Fix grid atmosphere serialization * Rename IServ3Manager to ISerializationManager * Convert every non generic serializer to the new format, general fixes * Serialization and body system fix * pushinheritance fix * Update all prototypes to have a parent and have consistent id/parent properties * Merge fixes * smh my head * cuddling slaps * Content commit for engine PR * stuff * more fixes * argh * yes even you are fixed * changelog fixes * fixes seeds * argh * Test fixes * Add writing for alert order prototype * Fix alert order writing * FIX * its been alot ok * Fix the rest of the visualizers * Fix server alerts component tests * Fix alert prototype tests not using the read value * Fix alert prototype tests initializing serialization multiple times * THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA * Add ImplicitDataDefinitionForInheritors to IMechanismBehavior Fixes the behaviors not being found * Fix NRE in strap component Good night to the 1 buckle optimization * Fix clothing component slot flags serialization tag * Fix body component in all components test * Merge fixes * ffs * Make construction graph prototype use serialization hooks * human yaml linted * a * Do the thing for construction * stuff * a * monke see yaml linter * LINT HARDER * Remove redundant todo * yes * Add skip hook argument to readers and copiers * we gamin * test/datafield fixes * adds more verbose validation * moves linter to action * Improve construction graph step type serializer error message * Fix ammo box component NRE * gamin * some updates to the linter * yes * removes that test * misc fixes * array fix priority fix misc fixes * adds proper info the validation * adds alwaysrelevant usa * Make yaml linter take half as long to run (~50% less) * Make yaml linter 5 times faster (~80% less execution time) * based vera being based * fixes mapsaving * warning cleanup & moves surpressor * removes old msbuild targets * Revert "Make yaml linter 5 times faster (~80% less execution time)" This reverts commit 3e6091359a26252c3e98828199553de668031c63. * Add -nowarn to yaml linter run configuration * Improve yaml linter message feedback * Make dependencies an argument instead of a property on the serialization manager * yamllinting slaps * Clean up type serializers * Move yaml linter code to its own method * Fix yaml errors * Change yaml linter action name and remove -nowarn * yaml linter please shut * Git resetti robust toolbox Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
203 lines
5.7 KiB
C#
203 lines
5.7 KiB
C#
#nullable enable
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using System;
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using Content.Server.Atmos;
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using Content.Server.GameObjects.Components.Atmos;
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using Content.Server.GameObjects.Components.Body.Circulatory;
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using Content.Server.GameObjects.Components.Body.Respiratory;
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using Content.Server.Utility;
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using Content.Shared.Atmos;
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using Content.Shared.GameObjects.Components.Body;
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using Content.Shared.GameObjects.Components.Mobs.State;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Timing;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Body.Behavior
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{
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[DataDefinition]
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public class LungBehavior : MechanismBehavior
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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private float _accumulatedFrameTime;
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[ViewVariables] private TimeSpan _lastGaspPopupTime;
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[DataField("air")]
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[ViewVariables]
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public GasMixture Air { get; set; } = new()
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{
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Volume = 6,
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Temperature = Atmospherics.NormalBodyTemperature
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};
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[DataField("gaspPopupCooldown")]
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[ViewVariables]
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public TimeSpan GaspPopupCooldown { get; private set; } = TimeSpan.FromSeconds(8);
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[ViewVariables] public LungStatus Status { get; set; }
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[DataField("cycleDelay")]
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[ViewVariables]
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public float CycleDelay { get; set; } = 2;
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public LungBehavior()
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{
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IoCManager.InjectDependencies(this);
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}
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protected override void OnAddedToBody(IBody body)
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{
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base.OnAddedToBody(body);
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Inhale(CycleDelay);
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}
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public void Gasp()
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{
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if (_gameTiming.CurTime >= _lastGaspPopupTime + GaspPopupCooldown)
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{
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_lastGaspPopupTime = _gameTiming.CurTime;
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Owner.PopupMessageEveryone(Loc.GetString("Gasp"));
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}
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Inhale(CycleDelay);
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}
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public void Transfer(GasMixture from, GasMixture to, float ratio)
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{
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to.Merge(from.RemoveRatio(ratio));
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}
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public void ToBloodstream(GasMixture mixture)
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{
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if (Body == null)
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{
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return;
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}
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if (!Body.Owner.TryGetComponent(out BloodstreamComponent? bloodstream))
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{
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return;
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}
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var to = bloodstream.Air;
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to.Merge(mixture);
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mixture.Clear();
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}
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public override void Update(float frameTime)
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{
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if (Body != null && Body.Owner.TryGetComponent(out IMobStateComponent? mobState) && mobState.IsCritical())
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{
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return;
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}
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if (Status == LungStatus.None)
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{
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Status = LungStatus.Inhaling;
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}
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_accumulatedFrameTime += Status switch
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{
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LungStatus.Inhaling => frameTime,
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LungStatus.Exhaling => -frameTime,
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_ => throw new ArgumentOutOfRangeException()
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};
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var absoluteTime = Math.Abs(_accumulatedFrameTime);
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var delay = CycleDelay;
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if (absoluteTime < delay)
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{
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return;
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}
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switch (Status)
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{
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case LungStatus.Inhaling:
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Inhale(absoluteTime);
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Status = LungStatus.Exhaling;
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break;
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case LungStatus.Exhaling:
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Exhale(absoluteTime);
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Status = LungStatus.Inhaling;
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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_accumulatedFrameTime = absoluteTime - delay;
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}
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public void Inhale(float frameTime)
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{
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if (Body != null &&
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Body.Owner.TryGetComponent(out InternalsComponent? internals) &&
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internals.BreathToolEntity != null &&
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internals.GasTankEntity != null &&
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internals.BreathToolEntity.TryGetComponent(out BreathToolComponent? breathTool) &&
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breathTool.IsFunctional &&
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internals.GasTankEntity.TryGetComponent(out GasTankComponent? gasTank) &&
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gasTank.Air != null)
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{
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Inhale(frameTime, gasTank.RemoveAirVolume(Atmospherics.BreathVolume));
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return;
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}
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if (!Owner.Transform.Coordinates.TryGetTileAir(out var tileAir))
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{
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return;
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}
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Inhale(frameTime, tileAir);
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}
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public void Inhale(float frameTime, GasMixture from)
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{
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var ratio = (Atmospherics.BreathVolume / from.Volume) * frameTime;
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Transfer(from, Air, ratio);
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ToBloodstream(Air);
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}
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public void Exhale(float frameTime)
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{
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if (!Owner.Transform.Coordinates.TryGetTileAir(out var tileAir))
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{
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return;
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}
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Exhale(frameTime, tileAir);
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}
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public void Exhale(float frameTime, GasMixture to)
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{
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// TODO: Make the bloodstream separately pump toxins into the lungs, making the lungs' only job to empty.
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if (Body == null)
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{
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return;
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}
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if (!Body.Owner.TryGetComponent(out BloodstreamComponent? bloodstream))
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{
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return;
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}
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bloodstream.PumpToxins(Air);
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var lungRemoved = Air.RemoveRatio(0.5f);
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to.Merge(lungRemoved);
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}
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}
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public enum LungStatus
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{
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None = 0,
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Inhaling,
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Exhaling
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}
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}
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