355 lines
13 KiB
C#
355 lines
13 KiB
C#
using Content.Server.Administration.Logs;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Body.Components;
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using Content.Server.Chat.Systems;
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using Content.Server.Chemistry.Containers.EntitySystems;
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using Content.Server.EntityEffects.EffectConditions;
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using Content.Server.EntityEffects.Effects;
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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.Body.Prototypes;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Damage;
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using Content.Shared.Database;
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using Content.Shared.EntityEffects;
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using Content.Shared.Mobs.Systems;
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using JetBrains.Annotations;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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namespace Content.Server.Body.Systems;
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[UsedImplicitly]
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public sealed class RespiratorSystem : EntitySystem
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{
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly AlertsSystem _alertsSystem = default!;
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[Dependency] private readonly AtmosphereSystem _atmosSys = default!;
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[Dependency] private readonly BodySystem _bodySystem = default!;
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[Dependency] private readonly DamageableSystem _damageableSys = default!;
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[Dependency] private readonly LungSystem _lungSystem = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly IPrototypeManager _protoMan = default!;
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[Dependency] private readonly SolutionContainerSystem _solutionContainerSystem = default!;
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[Dependency] private readonly ChatSystem _chat = default!;
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private static readonly ProtoId<MetabolismGroupPrototype> GasId = new("Gas");
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public override void Initialize()
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{
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base.Initialize();
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// We want to process lung reagents before we inhale new reagents.
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UpdatesAfter.Add(typeof(MetabolizerSystem));
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SubscribeLocalEvent<RespiratorComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<RespiratorComponent, EntityUnpausedEvent>(OnUnpaused);
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SubscribeLocalEvent<RespiratorComponent, ApplyMetabolicMultiplierEvent>(OnApplyMetabolicMultiplier);
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}
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private void OnMapInit(Entity<RespiratorComponent> 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<RespiratorComponent> 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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base.Update(frameTime);
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var query = EntityQueryEnumerator<RespiratorComponent, BodyComponent>();
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while (query.MoveNext(out var uid, out var respirator, out var body))
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{
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if (_gameTiming.CurTime < respirator.NextUpdate)
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continue;
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respirator.NextUpdate += respirator.UpdateInterval;
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if (_mobState.IsDead(uid))
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continue;
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UpdateSaturation(uid, -(float) respirator.UpdateInterval.TotalSeconds, respirator);
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if (!_mobState.IsIncapacitated(uid)) // cannot breathe in crit.
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{
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switch (respirator.Status)
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{
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case RespiratorStatus.Inhaling:
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Inhale(uid, body);
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respirator.Status = RespiratorStatus.Exhaling;
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break;
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case RespiratorStatus.Exhaling:
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Exhale(uid, body);
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respirator.Status = RespiratorStatus.Inhaling;
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break;
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}
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}
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if (respirator.Saturation < respirator.SuffocationThreshold)
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{
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if (_gameTiming.CurTime >= respirator.LastGaspEmoteTime + respirator.GaspEmoteCooldown)
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{
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respirator.LastGaspEmoteTime = _gameTiming.CurTime;
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_chat.TryEmoteWithChat(uid, respirator.GaspEmote, ChatTransmitRange.HideChat, ignoreActionBlocker: true);
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}
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TakeSuffocationDamage((uid, respirator));
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respirator.SuffocationCycles += 1;
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continue;
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}
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StopSuffocation((uid, respirator));
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respirator.SuffocationCycles = 0;
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}
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}
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public void Inhale(EntityUid uid, BodyComponent? body = null)
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{
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if (!Resolve(uid, ref body, logMissing: false))
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return;
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var organs = _bodySystem.GetBodyOrganEntityComps<LungComponent>((uid, body));
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// Inhale gas
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var ev = new InhaleLocationEvent();
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RaiseLocalEvent(uid, ref ev);
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ev.Gas ??= _atmosSys.GetContainingMixture(uid, excite: true);
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if (ev.Gas is null)
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{
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return;
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}
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var actualGas = ev.Gas.RemoveVolume(Atmospherics.BreathVolume);
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var lungRatio = 1.0f / organs.Count;
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var gas = organs.Count == 1 ? actualGas : actualGas.RemoveRatio(lungRatio);
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foreach (var (organUid, lung, _) in organs)
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{
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// Merge doesn't remove gas from the giver.
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_atmosSys.Merge(lung.Air, gas);
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_lungSystem.GasToReagent(organUid, lung);
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}
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}
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public void Exhale(EntityUid uid, BodyComponent? body = null)
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{
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if (!Resolve(uid, ref body, logMissing: false))
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return;
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var organs = _bodySystem.GetBodyOrganEntityComps<LungComponent>((uid, body));
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// exhale gas
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var ev = new ExhaleLocationEvent();
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RaiseLocalEvent(uid, ref ev, broadcast: false);
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if (ev.Gas is null)
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{
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ev.Gas = _atmosSys.GetContainingMixture(uid, excite: true);
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// Walls and grids without atmos comp return null. I guess it makes sense to not be able to exhale in walls,
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// but this also means you cannot exhale on some grids.
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ev.Gas ??= GasMixture.SpaceGas;
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}
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var outGas = new GasMixture(ev.Gas.Volume);
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foreach (var (organUid, lung, _) in organs)
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{
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_atmosSys.Merge(outGas, lung.Air);
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lung.Air.Clear();
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if (_solutionContainerSystem.ResolveSolution(organUid, lung.SolutionName, ref lung.Solution))
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_solutionContainerSystem.RemoveAllSolution(lung.Solution.Value);
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}
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_atmosSys.Merge(ev.Gas, outGas);
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}
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/// <summary>
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/// Check whether or not an entity can metabolize inhaled air without suffocating or taking damage (i.e., no toxic
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/// gasses).
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/// </summary>
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public bool CanMetabolizeInhaledAir(Entity<RespiratorComponent?> ent)
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{
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if (!Resolve(ent, ref ent.Comp))
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return false;
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var ev = new InhaleLocationEvent();
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RaiseLocalEvent(ent, ref ev);
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var gas = ev.Gas ?? _atmosSys.GetContainingMixture(ent.Owner);
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if (gas == null)
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return false;
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return CanMetabolizeGas(ent, gas);
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}
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/// <summary>
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/// Check whether or not an entity can metabolize the given gas mixture without suffocating or taking damage
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/// (i.e., no toxic gasses).
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/// </summary>
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public bool CanMetabolizeGas(Entity<RespiratorComponent?> ent, GasMixture gas)
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{
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if (!Resolve(ent, ref ent.Comp))
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return false;
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var organs = _bodySystem.GetBodyOrganEntityComps<LungComponent>((ent, null));
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if (organs.Count == 0)
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return false;
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gas = new GasMixture(gas);
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var lungRatio = 1.0f / organs.Count;
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gas.Multiply(MathF.Min(lungRatio * gas.Volume/Atmospherics.BreathVolume, lungRatio));
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var solution = _lungSystem.GasToReagent(gas);
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float saturation = 0;
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foreach (var organ in organs)
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{
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saturation += GetSaturation(solution, organ.Owner, out var toxic);
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if (toxic)
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return false;
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}
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return saturation > ent.Comp.UpdateInterval.TotalSeconds;
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}
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/// <summary>
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/// Get the amount of saturation that would be generated if the lung were to metabolize the given solution.
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/// </summary>
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/// <remarks>
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/// This assumes the metabolism rate is unbounded, which generally should be the case for lungs, otherwise we get
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/// back to the old pulmonary edema bug.
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/// </remarks>
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/// <param name="solution">The reagents to metabolize</param>
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/// <param name="lung">The entity doing the metabolizing</param>
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/// <param name="toxic">Whether or not any of the reagents would deal damage to the entity</param>
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private float GetSaturation(Solution solution, Entity<MetabolizerComponent?> lung, out bool toxic)
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{
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toxic = false;
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if (!Resolve(lung, ref lung.Comp))
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return 0;
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if (lung.Comp.MetabolismGroups == null)
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return 0;
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float saturation = 0;
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foreach (var (id, quantity) in solution.Contents)
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{
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var reagent = _protoMan.Index<ReagentPrototype>(id.Prototype);
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if (reagent.Metabolisms == null)
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continue;
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if (!reagent.Metabolisms.TryGetValue(GasId, out var entry))
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continue;
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foreach (var effect in entry.Effects)
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{
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if (effect is HealthChange health)
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toxic |= CanMetabolize(health) && health.Damage.AnyPositive();
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else if (effect is Oxygenate oxy && CanMetabolize(oxy))
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saturation += oxy.Factor * quantity.Float();
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}
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}
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// TODO generalize condition checks
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// this is pretty janky, but I just want to bodge a method that checks if an entity can breathe a gas mixture
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// Applying actual reaction effects require a full ReagentEffectArgs struct.
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bool CanMetabolize(EntityEffect effect)
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{
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if (effect.Conditions == null)
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return true;
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foreach (var cond in effect.Conditions)
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{
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if (cond is OrganType organ && !organ.Condition(lung, EntityManager))
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return false;
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}
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return true;
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}
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return saturation;
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}
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private void TakeSuffocationDamage(Entity<RespiratorComponent> ent)
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{
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if (ent.Comp.SuffocationCycles == 2)
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_adminLogger.Add(LogType.Asphyxiation, $"{ToPrettyString(ent):entity} started suffocating");
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if (ent.Comp.SuffocationCycles >= ent.Comp.SuffocationCycleThreshold)
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{
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// TODO: This is not going work with multiple different lungs, if that ever becomes a possibility
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var organs = _bodySystem.GetBodyOrganEntityComps<LungComponent>((ent, null));
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foreach (var entity in organs)
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{
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_alertsSystem.ShowAlert(ent, entity.Comp1.Alert);
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}
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}
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_damageableSys.TryChangeDamage(ent, ent.Comp.Damage, interruptsDoAfters: false);
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}
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private void StopSuffocation(Entity<RespiratorComponent> ent)
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{
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if (ent.Comp.SuffocationCycles >= 2)
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_adminLogger.Add(LogType.Asphyxiation, $"{ToPrettyString(ent):entity} stopped suffocating");
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// TODO: This is not going work with multiple different lungs, if that ever becomes a possibility
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var organs = _bodySystem.GetBodyOrganEntityComps<LungComponent>((ent, null));
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foreach (var entity in organs)
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{
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_alertsSystem.ClearAlert(ent, entity.Comp1.Alert);
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}
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_damageableSys.TryChangeDamage(ent, ent.Comp.DamageRecovery);
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}
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public void UpdateSaturation(EntityUid uid, float amount,
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RespiratorComponent? respirator = null)
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{
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if (!Resolve(uid, ref respirator, false))
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return;
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respirator.Saturation += amount;
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respirator.Saturation =
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Math.Clamp(respirator.Saturation, respirator.MinSaturation, respirator.MaxSaturation);
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}
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private void OnApplyMetabolicMultiplier(
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Entity<RespiratorComponent> ent,
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ref ApplyMetabolicMultiplierEvent args)
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{
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// TODO REFACTOR THIS
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// This will slowly drift over time due to floating point errors.
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// Instead, raise an event with the base rates and allow modifiers to get applied to it.
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if (args.Apply)
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{
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ent.Comp.UpdateInterval *= args.Multiplier;
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ent.Comp.Saturation *= args.Multiplier;
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ent.Comp.MaxSaturation *= args.Multiplier;
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ent.Comp.MinSaturation *= args.Multiplier;
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return;
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}
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// This way we don't have to worry about it breaking if the stasis bed component is destroyed
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ent.Comp.UpdateInterval /= args.Multiplier;
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ent.Comp.Saturation /= args.Multiplier;
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ent.Comp.MaxSaturation /= args.Multiplier;
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ent.Comp.MinSaturation /= args.Multiplier;
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}
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}
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[ByRefEvent]
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public record struct InhaleLocationEvent(GasMixture? Gas);
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[ByRefEvent]
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public record struct ExhaleLocationEvent(GasMixture? Gas);
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