117 lines
4.2 KiB
C#
117 lines
4.2 KiB
C#
#nullable enable
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using System.Linq;
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using Content.Server.GameObjects.Components.Body.Circulatory;
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using Content.Shared.Chemistry;
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using Content.Shared.GameObjects.Components.Body.Networks;
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using Robust.Shared.IoC;
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using Robust.Shared.Prototypes;
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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.Behavior
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{
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/// <summary>
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/// Metabolizes reagents in <see cref="SharedBloodstreamComponent"/> after they are digested.
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/// </summary>
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public class LiverBehavior : MechanismBehavior
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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private float _accumulatedFrameTime;
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/// <summary>
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/// Whether the liver is functional.
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/// </summary>
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[ViewVariables] private bool _liverFailing = false;
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/// <summary>
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/// Modifier for alcohol damage.
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/// </summary>
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[ViewVariables] private float _alcoholLethality = 0.005f;
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/// <summary>
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/// Modifier for alcohol damage.
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/// </summary>
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[ViewVariables] private float _alcoholExponent = 1.6f;
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/// <summary>
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/// Toxin volume that can be purged without damage.
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/// </summary>
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[ViewVariables] private float _toxinTolerance = 3f;
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/// <summary>
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/// Toxin damage modifier.
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/// </summary>
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[ViewVariables] private float _toxinLethality = 0.01f;
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/// <summary>
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/// Loops through each reagent in _internalSolution,
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/// and calls <see cref="IMetabolizable.Metabolize"/> for each of them.
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/// Also handles toxins and alcohol.
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/// </summary>
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/// <param name="frameTime">
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/// The time since the last update in seconds.
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/// </param>
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public override void Update(float frameTime)
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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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_accumulatedFrameTime += frameTime;
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// Update at most once per second
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if (_accumulatedFrameTime < 1)
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{
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return;
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}
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_accumulatedFrameTime -= 1;
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if (!Body.Owner.TryGetComponent(out BloodstreamComponent? bloodstream))
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{
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return;
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}
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if (bloodstream.Solution.CurrentVolume <= ReagentUnit.Zero)
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{
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return;
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}
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// Run metabolism for each reagent, remove metabolized reagents
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// Using ToList here lets us edit reagents while iterating
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foreach (var reagent in bloodstream.Solution.ReagentList.ToList())
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{
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if (!_prototypeManager.TryIndex(reagent.ReagentId, out ReagentPrototype? prototype))
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{
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continue;
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}
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//TODO BODY Check if it's a Toxin. If volume < _toxinTolerance, just remove it. If greater, add damage = volume * _toxinLethality
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//TODO BODY Check if it has BoozePower > 0. Affect drunkenness, apply damage. Proposed formula (SS13-derived): damage = sqrt(volume) * BoozePower^_alcoholExponent * _alcoholLethality / 10
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//TODO BODY Liver failure.
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//TODO Make sure reagent prototypes actually have the toxin and boozepower vars set.
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// Run metabolism code for each reagent
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foreach (var metabolizable in prototype.Metabolism)
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{
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var reagentDelta = metabolizable.Metabolize(Body.Owner, reagent.ReagentId, frameTime);
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bloodstream.Solution.TryRemoveReagent(reagent.ReagentId, reagentDelta);
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}
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}
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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//Uses typical human values for defaults.
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base.ExposeData(serializer);
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serializer.DataField(ref _alcoholLethality, "alcoholLethality", 0.005f);
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serializer.DataField(ref _alcoholExponent, "alcoholExponent", 1.6f);
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serializer.DataField(ref _toxinTolerance, "toxinTolerance", 3f);
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serializer.DataField(ref _toxinLethality, "toxinLethality", 0.01f);
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}
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}
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}
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