Files
tbd-station-14/Content.Server/Atmos/Rotting/RottingSystem.cs
Princess Cheeseballs 4059c29ebc Entity effects ECS refactor (#40580)
* 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>
2025-10-12 21:23:42 +00:00

133 lines
4.9 KiB
C#

using Content.Server.Atmos.EntitySystems;
using Content.Shared.Atmos;
using Content.Shared.Atmos.Rotting;
using Content.Shared.Body.Events;
using Content.Shared.Damage;
using Content.Shared.Temperature.Components;
using Robust.Server.Containers;
using Robust.Shared.Physics.Components;
using Robust.Shared.Timing;
namespace Content.Server.Atmos.Rotting;
public sealed class RottingSystem : SharedRottingSystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly AtmosphereSystem _atmosphere = default!;
[Dependency] private readonly ContainerSystem _container = default!;
[Dependency] private readonly DamageableSystem _damageable = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<RottingComponent, BeingGibbedEvent>(OnGibbed);
SubscribeLocalEvent<TemperatureComponent, IsRottingEvent>(OnTempIsRotting);
}
private void OnGibbed(EntityUid uid, RottingComponent component, BeingGibbedEvent args)
{
if (!TryComp<PhysicsComponent>(uid, out var physics))
return;
if (!TryComp<PerishableComponent>(uid, out var perishable))
return;
var molsToDump = perishable.MolsPerSecondPerUnitMass * physics.FixturesMass * (float)component.TotalRotTime.TotalSeconds;
var tileMix = _atmosphere.GetTileMixture(uid, excite: true);
tileMix?.AdjustMoles(Gas.Ammonia, molsToDump);
}
private void OnTempIsRotting(EntityUid uid, TemperatureComponent component, ref IsRottingEvent args)
{
if (args.Handled)
return;
args.Handled = component.CurrentTemperature < Atmospherics.T0C + 0.85f;
}
/// <summary>
/// Is anything speeding up the decay?
/// e.g. buried in a grave
/// TODO: hot temperatures increase rot?
/// </summary>
/// <returns></returns>
private float GetRotRate(EntityUid uid)
{
if (_container.TryGetContainingContainer((uid, null, null), out var container) &&
TryComp<ProRottingContainerComponent>(container.Owner, out var rotContainer))
{
return rotContainer.DecayModifier;
}
return 1f;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var perishQuery = EntityQueryEnumerator<PerishableComponent>();
while (perishQuery.MoveNext(out var uid, out var perishable))
{
if (_timing.CurTime < perishable.RotNextUpdate)
continue;
perishable.RotNextUpdate += perishable.PerishUpdateRate;
var stage = PerishStage((uid, perishable), MaxStages);
if (stage != perishable.Stage)
{
perishable.Stage = stage;
Dirty(uid, perishable);
}
if (IsRotten(uid) || !IsRotProgressing(uid, perishable))
continue;
perishable.RotAccumulator += perishable.PerishUpdateRate * GetRotRate(uid);
if (perishable.RotAccumulator >= perishable.RotAfter)
{
var rot = AddComp<RottingComponent>(uid);
rot.NextRotUpdate = _timing.CurTime + rot.RotUpdateRate;
}
}
var rotQuery = EntityQueryEnumerator<RottingComponent, PerishableComponent, TransformComponent>();
while (rotQuery.MoveNext(out var uid, out var rotting, out var perishable, out var xform))
{
if (_timing.CurTime < rotting.NextRotUpdate) // This is where it starts to get noticable on larger animals, no need to run every second
continue;
rotting.NextRotUpdate += rotting.RotUpdateRate;
if (!IsRotProgressing(uid, perishable))
continue;
rotting.TotalRotTime += rotting.RotUpdateRate * GetRotRate(uid);
if (rotting.DealDamage)
{
var damage = rotting.Damage * rotting.RotUpdateRate.TotalSeconds;
_damageable.TryChangeDamage(uid, damage, true, false);
}
if (TryComp<RotIntoComponent>(uid, out var rotInto))
{
var stage = RotStage(uid, rotting, perishable);
if (stage >= rotInto.Stage)
{
Spawn(rotInto.Entity, xform.Coordinates);
QueueDel(uid);
continue;
}
}
if (!TryComp<PhysicsComponent>(uid, out var physics))
continue;
// We need a way to get the mass of the mob alone without armor etc in the future
// or just remove the mass mechanics altogether because they aren't good.
var molRate = perishable.MolsPerSecondPerUnitMass * (float)rotting.RotUpdateRate.TotalSeconds;
var tileMix = _atmosphere.GetTileMixture(uid, excite: true);
tileMix?.AdjustMoles(Gas.Ammonia, molRate * physics.FixturesMass);
}
}
}