* LOCKED THE FUCK IN * Forgot this little fella * Crying * All entity effects ported, needs cleanup still * Commit * HEHEHEHAW * Shelve for now * fixe * Big * First big chunk of changes * Big if true * Commit * IT BUILDS!!! * Fix LINTER fails * Cleanup * Scale working, cut down on some evil code * Delete old Entity Effects * Accidentally breaking shit by fixing bugs * Fix a bunch of effects not working * Fix reagent thresholds * Update damage * Wait don't change the gas metabolisms A * Cleanup * more fixes * Eh * Misc fixes and jank * Remove two things, add bullshit, change condition to inverted * Remove unused "Shared" system structure * Namespace fix * merge conflicts/cleanup * More fixes * Guidebook text begins * Shelve * Push * More shit to push * Fix * Fix merg conflicts * BLOOD FOR THE BLOOD GOD!!! * Mild cleanup and lists * Fix localization and comments * Shuffle localization around a bit. * All done? * Nearly everything * Is this the end? * Whoops forgot to remove that TODO * Get rid of some warnings for good measure... * It's done * Should make those virtual in case we want to override them tbqh... * Update Content.Shared/EntityEffects/Effects/Botany/PlantAttributes/PlantDestroySeeds.cs Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> * Fix test fails real * Add to codeowners * Documentation to everything * Forgot to push whoops * Standardize Condition names * Fix up metabolism a little as a treat * review * add IsServer checks --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
97 lines
3.5 KiB
C#
97 lines
3.5 KiB
C#
using Content.Server.Body.Components;
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using Content.Server.Temperature.Systems;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Temperature.Components;
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using Robust.Shared.Timing;
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namespace Content.Server.Body.Systems;
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public sealed class ThermalRegulatorSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly TemperatureSystem _tempSys = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlockerSys = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ThermalRegulatorComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<ThermalRegulatorComponent, EntityUnpausedEvent>(OnUnpaused);
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}
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private void OnMapInit(Entity<ThermalRegulatorComponent> 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<ThermalRegulatorComponent> ent, ref EntityUnpausedEvent args)
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{
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ent.Comp.NextUpdate += args.PausedTime;
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}
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public override void Update(float frameTime)
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{
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var query = EntityQueryEnumerator<ThermalRegulatorComponent>();
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while (query.MoveNext(out var uid, out var regulator))
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{
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if (_gameTiming.CurTime < regulator.NextUpdate)
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continue;
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regulator.NextUpdate += regulator.UpdateInterval;
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ProcessThermalRegulation((uid, regulator));
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}
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}
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/// <summary>
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/// Processes thermal regulation for a mob
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/// </summary>
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private void ProcessThermalRegulation(Entity<ThermalRegulatorComponent, TemperatureComponent?> ent)
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{
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if (!Resolve(ent, ref ent.Comp2, logMissing: false))
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return;
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// TODO: Why do we have two datafields for this if they are only ever used once here?
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var totalMetabolismTempChange = ent.Comp1.MetabolismHeat - ent.Comp1.RadiatedHeat;
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// implicit heat regulation
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var tempDiff = Math.Abs(ent.Comp2.CurrentTemperature - ent.Comp1.NormalBodyTemperature);
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var heatCapacity = _tempSys.GetHeatCapacity(ent, ent);
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var targetHeat = tempDiff * heatCapacity;
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if (ent.Comp2.CurrentTemperature > ent.Comp1.NormalBodyTemperature)
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{
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totalMetabolismTempChange -= Math.Min(targetHeat, ent.Comp1.ImplicitHeatRegulation);
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}
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else
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{
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totalMetabolismTempChange += Math.Min(targetHeat, ent.Comp1.ImplicitHeatRegulation);
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}
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_tempSys.ChangeHeat(ent, totalMetabolismTempChange, ignoreHeatResistance: true, ent);
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// recalc difference and target heat
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tempDiff = Math.Abs(ent.Comp2.CurrentTemperature - ent.Comp1.NormalBodyTemperature);
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targetHeat = tempDiff * 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 < ent.Comp1.ThermalRegulationTemperatureThreshold)
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return;
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if (ent.Comp2.CurrentTemperature > ent.Comp1.NormalBodyTemperature)
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{
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if (!_actionBlockerSys.CanSweat(ent))
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return;
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_tempSys.ChangeHeat(ent, -Math.Min(targetHeat, ent.Comp1.SweatHeatRegulation), ignoreHeatResistance: true, ent);
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}
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else
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{
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if (!_actionBlockerSys.CanShiver(ent))
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return;
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_tempSys.ChangeHeat(ent, Math.Min(targetHeat, ent.Comp1.ShiveringHeatRegulation), ignoreHeatResistance: true, ent);
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}
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}
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}
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