* Fix breathing * WIP changes because I don't trust git stash after 2 weeks * My imports * Add gasping, adjust breathing values and fix test * Make the gasp message appear to others * Add PopupMessageEveryone extension * Change used percentage to use a single number instead * Remove unnecessary logging * Fix air consistency test * Add test map to SkippedMaps array
189 lines
5.1 KiB
C#
189 lines
5.1 KiB
C#
using System;
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using System.Linq;
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using Content.Server.Atmos;
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using Content.Server.GameObjects.Components.Body.Circulatory;
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using Content.Server.Interfaces;
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using Content.Server.Utility;
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using Content.Shared.Atmos;
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using Content.Shared.Interfaces;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Body.Respiratory
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{
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[RegisterComponent]
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public class LungComponent : Component, IGasMixtureHolder
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{
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public override string Name => "Lung";
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private float _accumulatedFrameTime;
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[ViewVariables] public GasMixture Air { get; set; }
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[ViewVariables] public LungStatus Status { get; set; }
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[ViewVariables] public float CycleDelay { get; set; }
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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Air = new GasMixture {Temperature = Atmospherics.NormalBodyTemperature};
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serializer.DataReadWriteFunction(
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"volume",
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6,
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vol => Air.Volume = vol,
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() => Air.Volume);
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serializer.DataReadWriteFunction(
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"temperature",
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Atmospherics.NormalBodyTemperature,
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temp => Air.Temperature = temp,
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() => Air.Temperature);
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serializer.DataField(this, l => l.CycleDelay, "cycleDelay", 2);
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}
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public void Update(float frameTime)
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{
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if (Status == LungStatus.None)
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{
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Status = LungStatus.Inhaling;
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}
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_accumulatedFrameTime += Status switch
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{
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LungStatus.Inhaling => frameTime,
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LungStatus.Exhaling => -frameTime,
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_ => throw new ArgumentOutOfRangeException()
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};
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var absoluteTime = Math.Abs(_accumulatedFrameTime);
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var delay = CycleDelay;
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if (absoluteTime < delay)
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{
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return;
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}
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switch (Status)
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{
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case LungStatus.Inhaling:
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Inhale(absoluteTime);
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Status = LungStatus.Exhaling;
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break;
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case LungStatus.Exhaling:
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Exhale(absoluteTime);
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Status = LungStatus.Inhaling;
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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_accumulatedFrameTime = absoluteTime - delay;
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}
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public void Transfer(GasMixture from, GasMixture to, float ratio)
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{
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var removed = from.RemoveRatio(ratio);
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var toOld = to.Gases.ToArray();
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to.Merge(removed);
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for (var gas = 0; gas < Atmospherics.TotalNumberOfGases; gas++)
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{
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var newAmount = to.GetMoles(gas);
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var oldAmount = toOld[gas];
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var delta = newAmount - oldAmount;
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removed.AdjustMoles(gas, -delta);
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}
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from.Merge(removed);
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}
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public void ToBloodstream(GasMixture mixture)
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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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var to = bloodstream.Air;
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to.Merge(mixture);
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mixture.Clear();
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}
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public void Inhale(float frameTime)
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{
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if (!Owner.Transform.Coordinates.TryGetTileAir(out var tileAir))
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{
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return;
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}
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Inhale(frameTime, tileAir);
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}
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public void Inhale(float frameTime, GasMixture from)
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{
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var ratio = Atmospherics.BreathPercentage * frameTime;
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Transfer(from, Air, ratio);
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ToBloodstream(Air);
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}
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public void Exhale(float frameTime)
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{
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if (!Owner.Transform.Coordinates.TryGetTileAir(out var tileAir))
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{
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return;
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}
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Exhale(frameTime, tileAir);
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}
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public void Exhale(float frameTime, GasMixture to)
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{
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// TODO: Make the bloodstream separately pump toxins into the lungs, making the lungs' only job to empty.
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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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bloodstream.PumpToxins(Air);
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var lungRemoved = Air.RemoveRatio(0.5f);
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var toOld = to.Gases.ToArray();
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to.Merge(lungRemoved);
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for (var gas = 0; gas < Atmospherics.TotalNumberOfGases; gas++)
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{
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var newAmount = to.GetMoles(gas);
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var oldAmount = toOld[gas];
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var delta = newAmount - oldAmount;
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lungRemoved.AdjustMoles(gas, -delta);
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}
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Air.Merge(lungRemoved);
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}
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public void Gasp()
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{
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Owner.PopupMessageEveryone("Gasp");
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Inhale(CycleDelay);
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}
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}
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public enum LungStatus
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{
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None = 0,
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Inhaling,
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Exhaling
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}
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}
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