Files
tbd-station-14/Content.Server/Nutrition/EntitySystems/SmokingSystem.cs
Vera Aguilera Puerto aa9281d667 Refactors the AtmosphereSystem public-facing API to allow for multiple atmos backends. (#8134)
* Refactors the entirety of the AtmosphereSystem public-facing API to allow for multiple atmos backends.

* actually compiles

* Remove commented out code

* funny bracket

* Move archived moles, temperature from GasMixture to TileAtmosphere.

* WIP customizable map default mixture
still VERY buggy

* broken mess
aaaaaaaaaaaaa

* Fix lattice, etc not being considered space

* visualization for "IsSpace"

* help

* Update Content.Client/Atmos/Overlays/AtmosDebugOverlay.cs

Co-authored-by: Moony <moonheart08@users.noreply.github.com>

* Holy SHIT it compiles AGAIN

* Fix AtmosDeviceSystem crash at shutdown

* Fix immutable tiles on map blueprints not being fixed by fixgridatmos/revalidate.

* Use space instead of gasmixture immutable for heat capacity calculations

* Remove all LINDA-specific code from GasMixture, move it to TileAtmosphere/AtmosphereSystem instead.

* Fix roundstart tiles not processing

* Update Content.Server/Atmos/Commands/SetTemperatureCommand.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Update Content.Server/Atmos/EntitySystems/AtmosphereSystem.API.cs

Changed Files tab is so large I can't commit both suggestions at once mfw

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

Co-authored-by: Moony <moonheart08@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-07-04 09:51:34 -05:00

143 lines
5.4 KiB
C#

using System.Linq;
using Content.Server.Atmos.EntitySystems;
using Content.Server.Body.Components;
using Content.Server.Body.Systems;
using Content.Server.Chemistry.EntitySystems;
using Content.Server.Clothing.Components;
using Content.Server.Nutrition.Components;
using Content.Shared.Chemistry;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.FixedPoint;
using Content.Shared.Inventory;
using Content.Shared.Smoking;
using Content.Shared.Temperature;
using Robust.Server.GameObjects;
using Robust.Shared.Containers;
namespace Content.Server.Nutrition.EntitySystems
{
public sealed partial class SmokingSystem : EntitySystem
{
[Dependency] private readonly ReactiveSystem _reactiveSystem = default!;
[Dependency] private readonly SolutionContainerSystem _solutionContainerSystem = default!;
[Dependency] private readonly BloodstreamSystem _bloodstreamSystem = default!;
[Dependency] private readonly AtmosphereSystem _atmos = default!;
[Dependency] private readonly TransformSystem _transformSystem = default!;
[Dependency] private readonly InventorySystem _inventorySystem = default!;
private const float UpdateTimer = 3f;
private float _timer = 0f;
/// <summary>
/// We keep a list of active smokables, because iterating all existing smokables would be dumb.
/// </summary>
private readonly HashSet<EntityUid> _active = new();
public override void Initialize()
{
SubscribeLocalEvent<SmokableComponent, IsHotEvent>(OnSmokableIsHotEvent);
SubscribeLocalEvent<SmokableComponent, ComponentShutdown>(OnSmokableShutdownEvent);
InitializeCigars();
}
public void SetSmokableState(EntityUid uid, SmokableState state, SmokableComponent? smokable = null,
AppearanceComponent? appearance = null, ClothingComponent? clothing = null)
{
if (!Resolve(uid, ref smokable, ref appearance, ref clothing))
return;
smokable.State = state;
appearance.SetData(SmokingVisuals.Smoking, state);
clothing.EquippedPrefix = state switch
{
SmokableState.Lit => smokable.LitPrefix,
SmokableState.Burnt => smokable.BurntPrefix,
_ => smokable.UnlitPrefix
};
if (state == SmokableState.Lit)
_active.Add(uid);
else
_active.Remove(uid);
}
private void OnSmokableIsHotEvent(EntityUid uid, SmokableComponent component, IsHotEvent args)
{
args.IsHot = component.State == SmokableState.Lit;
}
private void OnSmokableShutdownEvent(EntityUid uid, SmokableComponent component, ComponentShutdown args)
{
_active.Remove(uid);
}
public override void Update(float frameTime)
{
_timer += frameTime;
if (_timer < UpdateTimer)
return;
// TODO Use an "active smoke" component instead, EntityQuery over that.
foreach (var uid in _active.ToArray())
{
if (!TryComp(uid, out SmokableComponent? smokable))
{
_active.Remove(uid);
continue;
}
if (!_solutionContainerSystem.TryGetSolution(uid, smokable.Solution, out var solution))
{
_active.Remove(uid);
continue;
}
if (smokable.ExposeTemperature > 0 && smokable.ExposeVolume > 0)
{
var transform = Transform(uid);
if (transform.GridUid is {} gridUid)
{
var position = _transformSystem.GetGridOrMapTilePosition(uid, transform);
_atmos.HotspotExpose(gridUid, position, smokable.ExposeTemperature, smokable.ExposeVolume, true);
}
}
var inhaledSolution = _solutionContainerSystem.SplitSolution(uid, solution, smokable.InhaleAmount * _timer);
if (solution.TotalVolume == FixedPoint2.Zero)
{
RaiseLocalEvent(uid, new SmokableSolutionEmptyEvent(), true);
}
if (inhaledSolution.TotalVolume == FixedPoint2.Zero)
continue;
// This is awful. I hate this so much.
// TODO: Please, someone refactor containers and free me from this bullshit.
if (!smokable.Owner.TryGetContainerMan(out var containerManager) ||
!(_inventorySystem.TryGetSlotEntity(containerManager.Owner, "mask", out var inMaskSlotUid) && inMaskSlotUid == smokable.Owner) ||
!TryComp(containerManager.Owner, out BloodstreamComponent? bloodstream))
{
continue;
}
_reactiveSystem.ReactionEntity(containerManager.Owner, ReactionMethod.Ingestion, inhaledSolution);
_bloodstreamSystem.TryAddToChemicals(containerManager.Owner, inhaledSolution, bloodstream);
}
_timer -= UpdateTimer;
}
}
/// <summary>
/// Directed event raised when the smokable solution is empty.
/// </summary>
public sealed class SmokableSolutionEmptyEvent : EntityEventArgs
{
}
}