* Moved the uplink creation code to the PresetSuspicion.Start method to ensure uplink created when we give the traitor role Moved the starting TC balance to cvars * Added component to handle interaction with Atmospheric system Added damage from high and cold temperature * renamed AtmoExposable to AtmosExposed moved AtmosExposed updates to its own system refactored TemperatureComponent renamed fire to heat added null check for Air added self-heating and self-cooling to body system * small refactoring for checking on airless tile in MetabolismComponent * Added component to handle interaction with Atmospheric system Added damage from high and cold temperature * renamed AtmoExposable to AtmosExposed moved AtmosExposed updates to its own system refactored TemperatureComponent renamed fire to heat added null check for Air added self-heating and self-cooling to body system * small refactoring for checking on airless tile in MetabolismComponent * Removed Pressure property from BarotraumaComponent Changed CanShiver method to match style of other CanX method in ActionBlockerSystem * Merged EntityCoordinates and changed components to reflect the change * Fix typo * Wrapped string to Loc.GetString Added CanSweat Refactored dead state check
383 lines
13 KiB
C#
383 lines
13 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.Atmos;
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using Content.Server.GameObjects.Components.Body.Circulatory;
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using Content.Server.GameObjects.Components.Temperature;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.Atmos;
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using Content.Shared.Chemistry;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.Chemistry;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Metabolism
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{
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[RegisterComponent]
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public class MetabolismComponent : Component
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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public override string Name => "Metabolism";
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private float _accumulatedFrameTime;
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private bool _isShivering;
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private bool _isSweating;
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[ViewVariables(VVAccess.ReadWrite)] private int _suffocationDamage;
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[ViewVariables] public Dictionary<Gas, float> NeedsGases { get; set; }
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[ViewVariables] public Dictionary<Gas, float> ProducesGases { get; set; }
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[ViewVariables] public Dictionary<Gas, float> DeficitGases { get; set; }
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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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public float MetabolismHeat { get; private set; }
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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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public float RadiatedHeat { get; private set; }
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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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public float SweatHeatRegulation { get; private set; }
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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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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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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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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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public float ThermalRegulationTemperatureThreshold { get; private set; }
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[ViewVariables] public bool Suffocating => SuffocatingPercentage() > 0;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(this, b => b.NeedsGases, "needsGases", new Dictionary<Gas, float>());
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serializer.DataField(this, b => b.ProducesGases, "producesGases", new Dictionary<Gas, float>());
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serializer.DataField(this, b => b.DeficitGases, "deficitGases", new Dictionary<Gas, float>());
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serializer.DataField(this, b => b.MetabolismHeat, "metabolismHeat", 0);
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serializer.DataField(this, b => b.RadiatedHeat, "radiatedHeat", 0);
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serializer.DataField(this, b => b.SweatHeatRegulation, "sweatHeatRegulation", 0);
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serializer.DataField(this, b => b.ShiveringHeatRegulation, "shiveringHeatRegulation", 0);
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serializer.DataField(this, b => b.ImplicitHeatRegulation, "implicitHeatRegulation", 0);
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serializer.DataField(this, b => b.NormalBodyTemperature, "normalBodyTemperature", 0);
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serializer.DataField(this, b => b.ThermalRegulationTemperatureThreshold,
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"thermalRegulationTemperatureThreshold", 0);
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serializer.DataField(ref _suffocationDamage, "suffocationDamage", 1);
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}
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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 percentages = new float[Atmospherics.TotalNumberOfGases];
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foreach (var (gas, deficit) in DeficitGases)
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{
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if (!NeedsGases.TryGetValue(gas, out var needed))
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{
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percentages[(int) gas] = 1;
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continue;
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}
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percentages[(int) gas] = deficit / needed;
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}
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return percentages.Average();
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}
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private float GasProducedMultiplier(Gas gas, float usedAverage)
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{
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if (!NeedsGases.TryGetValue(gas, out var needs) ||
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!ProducesGases.TryGetValue(gas, out var produces))
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{
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return 0;
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}
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return needs * produces * usedAverage;
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}
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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));
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}
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private void ProcessGases(float frameTime)
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{
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if (!Owner.TryGetComponent(out BloodstreamComponent bloodstream))
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{
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return;
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}
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var usedPercentages = new float[Atmospherics.TotalNumberOfGases];
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var needs = NeedsAndDeficit(frameTime);
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foreach (var (gas, amountNeeded) in needs)
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{
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var bloodstreamAmount = bloodstream.Air.GetMoles(gas);
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var deficit = 0f;
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if (bloodstreamAmount >= amountNeeded)
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{
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bloodstream.Air.AdjustMoles(gas, -amountNeeded);
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}
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else
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{
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deficit = amountNeeded - bloodstreamAmount;
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bloodstream.Air.SetMoles(gas, 0);
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}
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DeficitGases[gas] = deficit;
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var used = amountNeeded - deficit;
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usedPercentages[(int) gas] = used / amountNeeded;
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}
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var usedAverage = usedPercentages.Average();
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var produced = GasProduced(usedAverage);
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foreach (var (gas, amountProduced) in produced)
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{
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bloodstream.Air.AdjustMoles(gas, amountProduced);
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}
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ClampDeficit();
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}
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/// <summary>
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/// Process thermal regulation
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/// </summary>
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/// <param name="frameTime"></param>
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private void ProcessThermalRegulation(float frameTime)
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{
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if (!Owner.TryGetComponent(out TemperatureComponent temperatureComponent)) return;
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temperatureComponent.ReceiveHeat(MetabolismHeat);
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temperatureComponent.RemoveHeat(RadiatedHeat);
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// implicit heat regulation
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var tempDiff = Math.Abs(temperatureComponent.CurrentTemperature - NormalBodyTemperature);
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var targetHeat = tempDiff * temperatureComponent.HeatCapacity;
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if (temperatureComponent.CurrentTemperature > NormalBodyTemperature)
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{
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temperatureComponent.RemoveHeat(Math.Min(targetHeat, ImplicitHeatRegulation));
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}
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else
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{
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temperatureComponent.ReceiveHeat(Math.Min(targetHeat, ImplicitHeatRegulation));
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}
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// recalc difference and target heat
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tempDiff = Math.Abs(temperatureComponent.CurrentTemperature - NormalBodyTemperature);
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targetHeat = tempDiff * temperatureComponent.HeatCapacity;
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// if body temperature is not within comfortable, thermal regulation
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// processes starts
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if (tempDiff < ThermalRegulationTemperatureThreshold)
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{
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if (_isShivering || _isSweating)
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{
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Owner.PopupMessage(Loc.GetString("You feel comfortable"));
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}
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_isShivering = false;
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_isSweating = false;
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return;
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}
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if (temperatureComponent.CurrentTemperature > NormalBodyTemperature)
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{
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if (!ActionBlockerSystem.CanSweat(Owner)) return;
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if (!_isSweating)
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{
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Owner.PopupMessage(Loc.GetString("You are sweating"));
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_isSweating = true;
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}
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// creadth: sweating does not help in airless environment
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if (Owner.Transform.Coordinates.TryGetTileAir(out _, _entityManager))
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{
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temperatureComponent.RemoveHeat(Math.Min(targetHeat, SweatHeatRegulation));
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}
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}
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else
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{
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if (!ActionBlockerSystem.CanShiver(Owner)) return;
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if (!_isShivering)
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{
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Owner.PopupMessage(Loc.GetString("You are shivering"));
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_isShivering = true;
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}
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temperatureComponent.ReceiveHeat(Math.Min(targetHeat, ShiveringHeatRegulation));
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}
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}
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/// <summary>
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/// Loops through each reagent in _internalSolution,
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/// and calls <see cref="IMetabolizable.Metabolize"/> for each of them.
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/// </summary>
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/// <param name="frameTime">The time since the last metabolism tick in seconds.</param>
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private void ProcessNutrients(float frameTime)
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{
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if (!Owner.TryGetComponent(out BloodstreamComponent bloodstream))
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{
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return;
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}
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if (bloodstream.Solution.CurrentVolume == 0)
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{
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return;
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}
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// Run metabolism for each reagent, remove metabolized reagents
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// Using ToList here lets us edit reagents while iterating
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foreach (var reagent in bloodstream.Solution.ReagentList.ToList())
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{
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if (!_prototypeManager.TryIndex(reagent.ReagentId, out ReagentPrototype prototype))
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{
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continue;
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}
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// Run metabolism code for each reagent
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foreach (var metabolizable in prototype.Metabolism)
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{
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var reagentDelta = metabolizable.Metabolize(Owner, reagent.ReagentId, frameTime);
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bloodstream.Solution.TryRemoveReagent(reagent.ReagentId, reagentDelta);
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}
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}
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}
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/// <summary>
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/// Processes gases in the bloodstream and triggers metabolism of the
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/// reagents inside of it.
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/// </summary>
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/// <param name="frameTime">
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/// The time since the last metabolism tick in seconds.
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/// </param>
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public void Update(float frameTime)
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{
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if (!Owner.TryGetComponent<IDamageableComponent>(out var damageable) ||
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damageable.CurrentDamageState == DamageState.Dead)
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{
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return;
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}
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_accumulatedFrameTime += frameTime;
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if (_accumulatedFrameTime < 1)
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{
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return;
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}
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_accumulatedFrameTime -= 1;
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ProcessGases(frameTime);
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ProcessNutrients(frameTime);
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ProcessThermalRegulation(frameTime);
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if (Suffocating)
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{
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// damageable.ChangeDamage(DamageClass.Airloss, _suffocationDamage, false);
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}
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}
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public void Transfer(BloodstreamComponent @from, GasMixture to, Gas gas, float pressure)
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{
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var transfer = new GasMixture();
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var molesInBlood = @from.Air.GetMoles(gas);
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transfer.SetMoles(gas, molesInBlood);
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transfer.ReleaseGasTo(to, pressure);
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@from.Air.Merge(transfer);
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}
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public GasMixture Clean(BloodstreamComponent bloodstream, float pressure = 100)
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{
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var gasMixture = new GasMixture(bloodstream.Air.Volume);
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for (Gas gas = 0; gas < (Gas) Atmospherics.TotalNumberOfGases; gas++)
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{
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if (NeedsGases.TryGetValue(gas, out var needed) &&
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bloodstream.Air.GetMoles(gas) < needed * 1.5f)
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{
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continue;
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}
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Transfer(bloodstream, gasMixture, gas, pressure);
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}
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return gasMixture;
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}
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}
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}
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