Files
tbd-station-14/Content.Server/Atmos/Rotting/RottingSystem.cs
2024-01-17 01:49:21 -08:00

247 lines
9.3 KiB
C#

using Content.Shared.Damage;
using Content.Shared.Atmos;
using Content.Server.Atmos.EntitySystems;
using Content.Server.Body.Components;
using Content.Server.Temperature.Components;
using Content.Shared.Atmos.Rotting;
using Content.Shared.Examine;
using Content.Shared.IdentityManagement;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
using Content.Shared.Rejuvenate;
using Robust.Server.Containers;
using Robust.Shared.Physics.Components;
using Robust.Shared.Timing;
namespace Content.Server.Atmos.Rotting;
public sealed class RottingSystem : SharedRottingSystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly AtmosphereSystem _atmosphere = default!;
[Dependency] private readonly ContainerSystem _container = default!;
[Dependency] private readonly DamageableSystem _damageable = default!;
[Dependency] private readonly MobStateSystem _mobState = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PerishableComponent, MapInitEvent>(OnPerishableMapInit);
SubscribeLocalEvent<PerishableComponent, EntityUnpausedEvent>(OnPerishableUnpaused);
SubscribeLocalEvent<PerishableComponent, MobStateChangedEvent>(OnMobStateChanged);
SubscribeLocalEvent<PerishableComponent, ExaminedEvent>(OnPerishableExamined);
SubscribeLocalEvent<RottingComponent, EntityUnpausedEvent>(OnRottingUnpaused);
SubscribeLocalEvent<RottingComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<RottingComponent, MobStateChangedEvent>(OnRottingMobStateChanged);
SubscribeLocalEvent<RottingComponent, BeingGibbedEvent>(OnGibbed);
SubscribeLocalEvent<RottingComponent, RejuvenateEvent>(OnRejuvenate);
SubscribeLocalEvent<TemperatureComponent, IsRottingEvent>(OnTempIsRotting);
}
private void OnPerishableMapInit(EntityUid uid, PerishableComponent component, MapInitEvent args)
{
component.RotNextUpdate = _timing.CurTime + component.PerishUpdateRate;
}
private void OnPerishableUnpaused(EntityUid uid, PerishableComponent component, ref EntityUnpausedEvent args)
{
component.RotNextUpdate += args.PausedTime;
}
private void OnMobStateChanged(EntityUid uid, PerishableComponent component, MobStateChangedEvent args)
{
if (args.NewMobState != MobState.Dead && args.OldMobState != MobState.Dead)
return;
if (HasComp<RottingComponent>(uid))
return;
component.RotAccumulator = TimeSpan.Zero;
component.RotNextUpdate = _timing.CurTime + component.PerishUpdateRate;
}
private void OnRottingUnpaused(EntityUid uid, RottingComponent component, ref EntityUnpausedEvent args)
{
component.NextRotUpdate += args.PausedTime;
}
private void OnShutdown(EntityUid uid, RottingComponent component, ComponentShutdown args)
{
if (TryComp<PerishableComponent>(uid, out var perishable))
{
perishable.RotNextUpdate = TimeSpan.Zero;
}
}
private void OnRottingMobStateChanged(EntityUid uid, RottingComponent component, MobStateChangedEvent args)
{
if (args.NewMobState == MobState.Dead)
return;
RemCompDeferred(uid, component);
}
public bool IsRotProgressing(EntityUid uid, PerishableComponent? perishable)
{
// things don't perish by default.
if (!Resolve(uid, ref perishable, false))
return false;
// only dead things or inanimate objects can rot
if (TryComp<MobStateComponent>(uid, out var mobState) && !_mobState.IsDead(uid, mobState))
return false;
if (_container.TryGetOuterContainer(uid, Transform(uid), out var container) &&
HasComp<AntiRottingContainerComponent>(container.Owner))
{
return false;
}
var ev = new IsRottingEvent();
RaiseLocalEvent(uid, ref ev);
return !ev.Handled;
}
public bool IsRotten(EntityUid uid, RottingComponent? rotting = null)
{
return Resolve(uid, ref rotting, false);
}
private void OnGibbed(EntityUid uid, RottingComponent component, BeingGibbedEvent args)
{
if (!TryComp<PhysicsComponent>(uid, out var physics))
return;
if (!TryComp<PerishableComponent>(uid, out var perishable))
return;
var molsToDump = perishable.MolsPerSecondPerUnitMass * physics.FixturesMass * (float) component.TotalRotTime.TotalSeconds;
var tileMix = _atmosphere.GetTileMixture(uid, excite: true);
tileMix?.AdjustMoles(Gas.Ammonia, molsToDump);
}
private void OnPerishableExamined(Entity<PerishableComponent> perishable, ref ExaminedEvent args)
{
int stage = PerishStage(perishable, MaxStages);
if (stage < 1 || stage > MaxStages)
{
// We dont push an examined string if it hasen't started "perishing" or it's already rotting
return;
}
var description = "perishable-" + stage;
args.PushMarkup(Loc.GetString(description, ("target", Identity.Entity(perishable, EntityManager))));
}
/// <summary>
/// Return an integer from 0 to maxStage representing how close to rotting an entity is. Used to
/// generate examine messages for items that are starting to rot.
/// </summary>
public int PerishStage(Entity<PerishableComponent> perishable, int maxStages)
{
if (perishable.Comp.RotAfter.TotalSeconds == 0 || perishable.Comp.RotAccumulator.TotalSeconds == 0)
return 0;
return (int)(1 + maxStages * perishable.Comp.RotAccumulator.TotalSeconds / perishable.Comp.RotAfter.TotalSeconds);
}
private void OnRejuvenate(EntityUid uid, RottingComponent component, RejuvenateEvent args)
{
RemCompDeferred<RottingComponent>(uid);
}
private void OnTempIsRotting(EntityUid uid, TemperatureComponent component, ref IsRottingEvent args)
{
if (args.Handled)
return;
args.Handled = component.CurrentTemperature < Atmospherics.T0C + 0.85f;
}
/// <summary>
/// Is anything speeding up the decay?
/// e.g. buried in a grave
/// TODO: hot temperatures increase rot?
/// </summary>
/// <returns></returns>
private float GetRotRate(EntityUid uid)
{
if (_container.TryGetContainingContainer(uid, out var container) &&
TryComp<ProRottingContainerComponent>(container.Owner, out var rotContainer))
{
return rotContainer.DecayModifier;
}
return 1f;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var perishQuery = EntityQueryEnumerator<PerishableComponent>();
while (perishQuery.MoveNext(out var uid, out var perishable))
{
if (_timing.CurTime < perishable.RotNextUpdate)
continue;
perishable.RotNextUpdate += perishable.PerishUpdateRate;
var stage = PerishStage((uid, perishable), MaxStages);
if (stage != perishable.Stage)
{
perishable.Stage = stage;
Dirty(uid, perishable);
}
if (IsRotten(uid) || !IsRotProgressing(uid, perishable))
continue;
perishable.RotAccumulator += perishable.PerishUpdateRate * GetRotRate(uid);
if (perishable.RotAccumulator >= perishable.RotAfter)
{
var rot = AddComp<RottingComponent>(uid);
rot.NextRotUpdate = _timing.CurTime + rot.RotUpdateRate;
}
}
var rotQuery = EntityQueryEnumerator<RottingComponent, PerishableComponent, TransformComponent>();
while (rotQuery.MoveNext(out var uid, out var rotting, out var perishable, out var xform))
{
if (_timing.CurTime < rotting.NextRotUpdate) // This is where it starts to get noticable on larger animals, no need to run every second
continue;
rotting.NextRotUpdate += rotting.RotUpdateRate;
if (!IsRotProgressing(uid, perishable))
continue;
rotting.TotalRotTime += rotting.RotUpdateRate * GetRotRate(uid);
if (rotting.DealDamage)
{
var damage = rotting.Damage * rotting.RotUpdateRate.TotalSeconds;
_damageable.TryChangeDamage(uid, damage, true, false);
}
if (TryComp<RotIntoComponent>(uid, out var rotInto))
{
var stage = RotStage(uid, rotting, perishable);
if (stage >= rotInto.Stage)
{
Spawn(rotInto.Entity, xform.Coordinates);
QueueDel(uid);
continue;
}
}
if (!TryComp<PhysicsComponent>(uid, out var physics))
continue;
// We need a way to get the mass of the mob alone without armor etc in the future
// or just remove the mass mechanics altogether because they aren't good.
var molRate = perishable.MolsPerSecondPerUnitMass * (float) rotting.RotUpdateRate.TotalSeconds;
var tileMix = _atmosphere.GetTileMixture(uid, excite: true);
tileMix?.AdjustMoles(Gas.Ammonia, molRate * physics.FixturesMass);
}
}
}