Files
tbd-station-14/Content.Server/Body/Systems/LungSystem.cs
Paul Ritter 512d6a38c3 get that crap outta here (completely rewrites inventorysystem) (#5807)
* some work

* equip: done
unequip: todo

* unequipping done & refactored events

* workin

* movin

* reee namespaces

* stun

* mobstate

* fixes

* some work on events

* removes serverside itemcomp & misc fixes

* work

* smol merge fix

* ports template to prototype & finishes ui

* moves relay & adds containerenumerator

* actions & cuffs

* my god what is actioncode

* more fixes

* im loosing my grasp on reality

* more fixes

* more work

* explosions

* yes

* more work

* more fixes

* merge master & misc fixed because i forgot to commit before merging master

* more fixes

* fixes

* moar

* more work

* moar fixes

* suffixmap

* more work on client

* motivation low

* no. no containers

* mirroring client to server

* fixes

* move serverinvcomp

* serverinventorycomponent is dead

* gaming

* only strippable & ai left...

* only ai and richtext left

* fixes ai

* fixes

* fixes sprite layers

* more fixes

* resolves optional

* yes

* stable™️

* fixes

* moar fixes

* moar

* fix some tests

* lmao

* no comment

* good to merge™️

* fixes build but for real

* adresses some reviews

* adresses some more reviews

* nullables, yo

* fixes lobbyscreen

* timid refactor to differentiate actor & target

* adresses more reviews

* more

* my god what a mess

* removed the rest of duplicates

* removed duplicate slotflags and renamed shoes to feet

* removes another unused one

* yes

* fixes lobby & makes tryunequip return unequipped item

* fixes

* some funny renames

* fixes

* misc improvements to attemptevents

* fixes

* merge fixes

Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
2021-12-30 22:56:10 +01:00

225 lines
7.1 KiB
C#

using System;
using Content.Server.Atmos;
using Content.Server.Atmos.Components;
using Content.Server.Atmos.EntitySystems;
using Content.Server.Body.Components;
using Content.Server.Popups;
using Content.Shared.Atmos;
using Content.Shared.Body.Components;
using Content.Shared.Body.Events;
using Content.Shared.Inventory.Events;
using Content.Shared.MobState.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Player;
using Robust.Shared.Timing;
namespace Content.Server.Body.Systems;
public class LungSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly AtmosphereSystem _atmosSys = default!;
[Dependency] private readonly BloodstreamSystem _bloodstreamSystem = default!;
[Dependency] private readonly PopupSystem _popupSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<LungComponent, AddedToBodyEvent>(OnAddedToBody);
SubscribeLocalEvent<BreathToolComponent, GotEquippedEvent>(OnGotEquipped);
SubscribeLocalEvent<BreathToolComponent, GotUnequippedEvent>(OnGotUnequipped);
}
private void OnGotUnequipped(EntityUid uid, BreathToolComponent component, GotUnequippedEvent args)
{
component.DisconnectInternals();
}
private void OnGotEquipped(EntityUid uid, BreathToolComponent component, GotEquippedEvent args)
{
if ((args.SlotFlags & component.AllowedSlots) != component.AllowedSlots) return;
component.IsFunctional = true;
if (TryComp(args.Equipee, out InternalsComponent? internals))
{
component.ConnectedInternalsEntity = args.Equipee;
internals.ConnectBreathTool(uid);
}
}
private void OnAddedToBody(EntityUid uid, LungComponent component, AddedToBodyEvent args)
{
Inhale(uid, component.CycleDelay);
}
public void Gasp(EntityUid uid,
LungComponent? lung=null,
SharedMechanismComponent? mech=null)
{
if (!Resolve(uid, ref lung, ref mech))
return;
if (_gameTiming.CurTime >= lung.LastGaspPopupTime + lung.GaspPopupCooldown)
{
lung.LastGaspPopupTime = _gameTiming.CurTime;
_popupSystem.PopupEntity(Loc.GetString("lung-behavior-gasp"), uid, Filter.Pvs(uid));
}
if (mech.Body != null && TryComp((mech.Body).Owner, out MobStateComponent? mobState) && !mobState.IsAlive())
return;
Inhale(uid, lung.CycleDelay);
}
public void UpdateLung(EntityUid uid,
LungComponent? lung=null,
SharedMechanismComponent? mech=null)
{
if (!Resolve(uid, ref lung, ref mech))
return;
if (mech.Body != null && EntityManager.TryGetComponent((mech.Body).Owner, out MobStateComponent? mobState) && mobState.IsCritical())
{
return;
}
if (lung.Status == LungStatus.None)
{
lung.Status = LungStatus.Inhaling;
}
lung.AccumulatedFrametime += lung.Status switch
{
LungStatus.Inhaling => 1,
LungStatus.Exhaling => -1,
_ => throw new ArgumentOutOfRangeException()
};
var absoluteTime = Math.Abs(lung.AccumulatedFrametime);
var delay = lung.CycleDelay;
if (absoluteTime < delay)
{
return;
}
switch (lung.Status)
{
case LungStatus.Inhaling:
Inhale(uid, absoluteTime);
lung.Status = LungStatus.Exhaling;
break;
case LungStatus.Exhaling:
Exhale(uid, absoluteTime);
lung.Status = LungStatus.Inhaling;
break;
default:
throw new ArgumentOutOfRangeException();
}
lung.AccumulatedFrametime = absoluteTime - delay;
}
/// <summary>
/// Tries to find an air mixture to inhale from, then inhales from it.
/// </summary>
public void Inhale(EntityUid uid, float frameTime,
LungComponent? lung=null,
SharedMechanismComponent? mech=null)
{
if (!Resolve(uid, ref lung, ref mech))
return;
// TODO Jesus Christ make this event based.
if (mech.Body != null &&
EntityManager.TryGetComponent((mech.Body).Owner, out InternalsComponent? internals) &&
internals.BreathToolEntity != null &&
internals.GasTankEntity != null &&
EntityManager.TryGetComponent(internals.BreathToolEntity, out BreathToolComponent? breathTool) &&
breathTool.IsFunctional &&
EntityManager.TryGetComponent(internals.GasTankEntity, out GasTankComponent? gasTank))
{
TakeGasFrom(uid, frameTime, gasTank.RemoveAirVolume(Atmospherics.BreathVolume), lung);
return;
}
if (_atmosSys.GetTileMixture(EntityManager.GetComponent<TransformComponent>(uid).Coordinates, true) is not { } tileAir)
{
return;
}
TakeGasFrom(uid, frameTime, tileAir, lung);
}
/// <summary>
/// Inhales directly from a given mixture.
/// </summary>
public void TakeGasFrom(EntityUid uid, float frameTime, GasMixture from,
LungComponent? lung=null,
SharedMechanismComponent? mech=null)
{
if (!Resolve(uid, ref lung, ref mech))
return;
var ratio = (Atmospherics.BreathVolume / from.Volume) * frameTime;
_atmosSys.Merge(lung.Air, from.RemoveRatio(ratio));
// Push to bloodstream
if (mech.Body == null)
return;
if (!EntityManager.TryGetComponent((mech.Body).Owner, out BloodstreamComponent? bloodstream))
return;
var to = bloodstream.Air;
_atmosSys.Merge(to, lung.Air);
lung.Air.Clear();
}
/// <summary>
/// Tries to find a gas mixture to exhale to, then pushes gas to it.
/// </summary>
public void Exhale(EntityUid uid, float frameTime,
LungComponent? lung=null,
SharedMechanismComponent? mech=null)
{
if (!Resolve(uid, ref lung, ref mech))
return;
if (_atmosSys.GetTileMixture(EntityManager.GetComponent<TransformComponent>(uid).Coordinates, true) is not { } tileAir)
{
return;
}
PushGasTo(uid, tileAir, lung, mech);
}
/// <summary>
/// Pushes gas from the lungs to a gas mixture.
/// </summary>
public void PushGasTo(EntityUid uid, GasMixture to,
LungComponent? lung=null,
SharedMechanismComponent? mech=null)
{
if (!Resolve(uid, ref lung, ref mech))
return;
// TODO: Make the bloodstream separately pump toxins into the lungs, making the lungs' only job to empty.
if (mech.Body == null)
return;
if (!EntityManager.TryGetComponent((mech.Body).Owner, out BloodstreamComponent? bloodstream))
return;
_bloodstreamSystem.PumpToxins((mech.Body).Owner, lung.Air, bloodstream);
var lungRemoved = lung.Air.RemoveRatio(0.5f);
_atmosSys.Merge(to, lungRemoved);
}
}