* Convert StomachBehavior to a component/system + rejig body namespaces * test * slightly more namespace changes * remove * Hello????? * fuck you github test runner * reviews * oobsy!
399 lines
13 KiB
C#
399 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.Alert;
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using Content.Server.Atmos;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Body.Behavior;
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using Content.Server.Temperature.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.Alert;
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using Content.Shared.Atmos;
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using Content.Shared.Body.Components;
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using Content.Shared.Damage;
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using Content.Shared.MobState.Components;
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using Content.Shared.Popups;
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using Robust.Shared.GameObjects;
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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.ViewVariables;
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namespace Content.Server.Body.Components
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{
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[RegisterComponent]
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public class RespiratorComponent : Component
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{
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[ComponentDependency] private readonly SharedBodyComponent? _body = default!;
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public override string Name => "Respirator";
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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] [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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[DataField("damage", required: true)]
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[ViewVariables(VVAccess.ReadWrite)]
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public DamageSpecifier Damage = default!;
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[DataField("damageRecovery", required: true)]
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[ViewVariables(VVAccess.ReadWrite)]
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public DamageSpecifier DamageRecovery = default!;
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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<MobStateComponent>().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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var temperatureSystem = EntitySystem.Get<TemperatureSystem>();
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if (!Owner.TryGetComponent(out TemperatureComponent? temperatureComponent)) return;
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temperatureSystem.ReceiveHeat(Owner.Uid, MetabolismHeat, temperatureComponent);
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temperatureSystem.RemoveHeat(Owner.Uid, RadiatedHeat, temperatureComponent);
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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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temperatureSystem.RemoveHeat(Owner.Uid, Math.Min(targetHeat, ImplicitHeatRegulation), temperatureComponent);
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}
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else
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{
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temperatureSystem.ReceiveHeat(Owner.Uid, Math.Min(targetHeat, ImplicitHeatRegulation), temperatureComponent);
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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("metabolism-component-is-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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var actionBlocker = EntitySystem.Get<ActionBlockerSystem>();
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if (temperatureComponent.CurrentTemperature > NormalBodyTemperature)
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{
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if (!actionBlocker.CanSweat(OwnerUid)) return;
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if (!_isSweating)
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{
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Owner.PopupMessage(Loc.GetString("metabolism-component-is-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 (EntitySystem.Get<AtmosphereSystem>().GetTileMixture(Owner.Transform.Coordinates) is not {})
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{
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temperatureSystem.RemoveHeat(OwnerUid, Math.Min(targetHeat, SweatHeatRegulation), temperatureComponent);
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}
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}
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else
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{
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if (!actionBlocker.CanShiver(OwnerUid)) return;
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if (!_isShivering)
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{
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Owner.PopupMessage(Loc.GetString("metabolism-component-is-shivering"));
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_isShivering = true;
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}
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temperatureSystem.ReceiveHeat(OwnerUid, Math.Min(targetHeat, ShiveringHeatRegulation), temperatureComponent);
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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<MobStateComponent>(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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EntitySystem.Get<DamageableSystem>().TryChangeDamage(Owner.Uid, Damage, true);
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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 ServerAlertsComponent? alertsComponent))
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{
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alertsComponent.ClearAlert(AlertType.LowOxygen);
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}
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EntitySystem.Get<DamageableSystem>().TryChangeDamage(Owner.Uid, DamageRecovery, true);
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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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