* 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>
405 lines
13 KiB
C#
405 lines
13 KiB
C#
#nullable enable
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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.Behavior;
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using Content.Server.GameObjects.Components.Body.Circulatory;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.Components.Temperature;
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using Content.Shared.Alert;
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using Content.Shared.Atmos;
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using Content.Shared.Damage;
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using Content.Shared.GameObjects.Components.Body;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Mobs.State;
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using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
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using Content.Shared.Interfaces;
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using Robust.Shared.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.Manager.Attributes;
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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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[ComponentDependency] private readonly IBody? _body = 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)] [DataField("suffocationDamage")] private int _suffocationDamage = 1;
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[ViewVariables(VVAccess.ReadWrite)] [DataField("suffocationDamageRecovery")] private int _suffocationDamageRecovery = 1;
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[ViewVariables] [DataField("needsGases")] public Dictionary<Gas, float> NeedsGases { get; set; } = new();
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[ViewVariables] [DataField("producesGases")] public Dictionary<Gas, float> ProducesGases { get; set; } = new();
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[ViewVariables] [DataField("deficitGases")] public Dictionary<Gas, float> DeficitGases { get; set; } = new();
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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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[DataField("metabolismHeat")]
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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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[DataField("radiatedHeat")]
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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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[DataField("sweatHeatRegulation")]
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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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[DataField("shiveringHeatRegulation")]
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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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[DataField("implicitHeatRegulation")]
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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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[DataField("normalBodyTemperature")]
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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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[DataField("thermalRegulationTemperatureThreshold")]
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public float ThermalRegulationTemperatureThreshold { get; private set; }
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[ViewVariables] public bool Suffocating { get; private set; }
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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 total = 0f;
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foreach (var (gas, deficit) in DeficitGases)
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{
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var lack = 1f;
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if (NeedsGases.TryGetValue(gas, out var needed))
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{
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lack = deficit / needed;
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}
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total += lack / Atmospherics.TotalNumberOfGases;
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}
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return total;
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}
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private float GasProducedMultiplier(Gas gas, float usedAverage)
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{
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if (!ProducesGases.TryGetValue(gas, out var produces))
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{
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return 0;
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}
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if (!NeedsGases.TryGetValue(gas, out var needs))
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{
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needs = 1;
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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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if (_body == null)
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{
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return;
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}
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var lungs = _body.GetMechanismBehaviors<LungBehavior>().ToArray();
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var needs = NeedsAndDeficit(frameTime);
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var used = 0f;
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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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if (!Owner.GetComponent<IMobStateComponent>().IsCritical())
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{
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// Panic inhale
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foreach (var lung in lungs)
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{
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lung.Gasp();
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}
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}
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bloodstreamAmount = bloodstream.Air.GetMoles(gas);
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deficit = Math.Max(0, amountNeeded - bloodstreamAmount);
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if (deficit > 0)
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{
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bloodstream.Air.SetMoles(gas, 0);
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}
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else
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{
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bloodstream.Air.AdjustMoles(gas, -amountNeeded);
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}
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}
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else
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{
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bloodstream.Air.AdjustMoles(gas, -amountNeeded);
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}
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DeficitGases[gas] = deficit;
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used += (amountNeeded - deficit) / amountNeeded;
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}
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var produced = GasProduced(used / needs.Count);
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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 _, Owner.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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/// Processes gases in the bloodstream.
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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<IMobStateComponent>(out var state) ||
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state.IsDead())
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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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ProcessGases(_accumulatedFrameTime);
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ProcessThermalRegulation(_accumulatedFrameTime);
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_accumulatedFrameTime -= 1;
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if (SuffocatingPercentage() > 0)
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{
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TakeSuffocationDamage();
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return;
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}
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StopSuffocation();
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}
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private void TakeSuffocationDamage()
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{
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Suffocating = true;
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if (Owner.TryGetComponent(out ServerAlertsComponent? alertsComponent))
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{
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alertsComponent.ShowAlert(AlertType.LowOxygen);
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}
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if (!Owner.TryGetComponent(out IDamageableComponent? damageable))
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{
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return;
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}
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damageable.ChangeDamage(DamageType.Asphyxiation, _suffocationDamage, false);
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}
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private void StopSuffocation()
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{
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Suffocating = false;
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if (Owner.TryGetComponent(out IDamageableComponent? damageable))
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{
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damageable.ChangeDamage(DamageType.Asphyxiation, -_suffocationDamageRecovery, false);
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}
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if (Owner.TryGetComponent(out ServerAlertsComponent? alertsComponent))
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{
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alertsComponent.ClearAlert(AlertType.LowOxygen);
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}
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}
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public GasMixture Clean(BloodstreamComponent bloodstream)
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{
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var gasMixture = new GasMixture(bloodstream.Air.Volume)
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{
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Temperature = bloodstream.Air.Temperature
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};
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for (Gas gas = 0; gas < (Gas) Atmospherics.TotalNumberOfGases; gas++)
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{
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float amount;
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var molesInBlood = bloodstream.Air.GetMoles(gas);
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if (!NeedsGases.TryGetValue(gas, out var needed))
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{
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amount = molesInBlood;
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}
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else
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{
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var overflowThreshold = needed * 5f;
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amount = molesInBlood > overflowThreshold
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? molesInBlood - overflowThreshold
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: 0;
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}
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gasMixture.AdjustMoles(gas, amount);
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bloodstream.Air.AdjustMoles(gas, -amount);
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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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