* Things and stuff with grids, unfinished w/ code debug changes. * Updated submodule and also lost some progress cause I fucked it up xd * First unfinished draft of the BodySystem. Doesn't compile. * More changes to make it compile, but still just a framework. Doesn't do anything at the moment. * Many cleanup changes. * Revert "Merge branch 'master' of https://github.com/GlassEclipse/space-station-14 into body_system" This reverts commit ddd4aebbc76cf2a0b7b102f72b93d55a0816c88c, reversing changes made to 12d0dd752706bdda8879393bd8191a1199a0c978. * Commit human.yml * Updated a lot of things to be more classy, more progress overall, etc. etc. * Latest update with many changes * Minor changes * Fixed Travis build bug * Adds first draft of Body Scanner console, apparently I also forgot to tie Mechanisms into body parts so now a heart just sits in the Torso like a good boy :) * Commit rest of stuff * Latest changes * Latest changes again * 14 naked cowboys * Yay! * Latest changes (probably doesnt compile) * Surgery!!!!!!!!!~1116y * Cleaned some stuff up * More cleanup * Refactoring of code. Basic surgery path now done. * Removed readme, has been added to HackMD * Fixes typo (and thus test errors) * WIP changes, committing so I can pull latest master changes * Still working on that god awful merge * Latest changes * Latest changes!! * Beginning of refactor to BoundUserInterface * Surgery! * Latest changes - fixes pr change requests and random fixes * oops * Fixes bodypart recursion * Beginning of work on revamping the damage system. * More latest changes * Latest changes * Finished merge * Commit before removing old healthcode * Almost done with removing speciescomponent... * It compiles!!! * yahoo more work * Fixes to make it work * Merge conflict fixes * Deleting species visualizer was a mistake * IDE warnings are VERBOTEN * makes the server not kill itself on startup, some cleanup (#1) * Namespaces, comments and exception fixes * Fix conveyor and conveyor switch serialization SS14 in reactive when * Move damage, acts and body to shared Damage cleanup Comment cleanup * Rename SpeciesComponent to RotationComponent and cleanup Damage cleanup Comment cleanup * Fix nullable warnings * Address old reviews Fix off welder suicide damage type, deathmatch and suspicion * Fix new test fail with units being able to accept items when unpowered * Remove RotationComponent, change references to IBodyManagerComponent * Add a bloodstream to humans * More cleanups * Add body conduits, connections, connectors substances and valves * Revert "Add body conduits, connections, connectors substances and valves" This reverts commit 9ab0b50e6b15fe98852d7b0836c0cdbf4bd76d20. * Implement the heart mechanism behavior with the circulatory network * Added network property to mechanism behaviors * Changed human organ sprites and added missing ones * Fix tests * Add individual body part sprite rendering * Fix error where dropped mechanisms are not initialized * Implement client/server body damage * Make DamageContainer take care of raising events * Reimplement medical scanner with the new body system * Improve the medical scanner ui * Merge conflict fixes * Fix crash when colliding with something * Fix microwave suicides and eyes sprite rendering * Fix nullable reference error * Fix up surgery client side * Fix missing using from merge conflict * Add breathing *inhale * Merge conflict fixes * Fix accumulatedframetime being reset to 0 instead of decreased by the threshold https://github.com/space-wizards/space-station-14/pull/1617 * Use and add to the new AtmosHelpers * Fix feet * Add proper coloring to dropped body parts * Fix Urist's lungs being too strong * Merge conflict fixes * Merge conflict fixes * Merge conflict fixes Co-authored-by: GlassEclipse <tsymall5@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
147 lines
5.1 KiB
C#
147 lines
5.1 KiB
C#
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using Content.Server.GameObjects.Components.Body.Circulatory;
|
|
using Content.Server.GameObjects.Components.Chemistry;
|
|
using Content.Shared.Chemistry;
|
|
using Content.Shared.GameObjects.Components.Nutrition;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.IoC;
|
|
using Robust.Shared.Localization;
|
|
using Robust.Shared.Log;
|
|
using Robust.Shared.Serialization;
|
|
using Robust.Shared.ViewVariables;
|
|
|
|
namespace Content.Server.GameObjects.Components.Body.Digestive
|
|
{
|
|
/// <summary>
|
|
/// Where reagents go when ingested. Tracks ingested reagents over time, and
|
|
/// eventually transfers them to <see cref="BloodstreamComponent"/> once digested.
|
|
/// </summary>
|
|
[RegisterComponent]
|
|
public class StomachComponent : SharedStomachComponent
|
|
{
|
|
#pragma warning disable 649
|
|
[Dependency] private readonly ILocalizationManager _localizationManager;
|
|
#pragma warning restore 649
|
|
|
|
/// <summary>
|
|
/// Max volume of internal solution storage
|
|
/// </summary>
|
|
public ReagentUnit MaxVolume
|
|
{
|
|
get => _stomachContents.MaxVolume;
|
|
set => _stomachContents.MaxVolume = value;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Internal solution storage
|
|
/// </summary>
|
|
[ViewVariables]
|
|
private SolutionComponent _stomachContents;
|
|
|
|
/// <summary>
|
|
/// Initial internal solution storage volume
|
|
/// </summary>
|
|
[ViewVariables]
|
|
private ReagentUnit _initialMaxVolume;
|
|
|
|
/// <summary>
|
|
/// Time in seconds between reagents being ingested and them being transferred
|
|
/// to <see cref="BloodstreamComponent"/>
|
|
/// </summary>
|
|
[ViewVariables]
|
|
private float _digestionDelay;
|
|
|
|
/// <summary>
|
|
/// Used to track how long each reagent has been in the stomach
|
|
/// </summary>
|
|
private readonly List<ReagentDelta> _reagentDeltas = new List<ReagentDelta>();
|
|
|
|
public override void ExposeData(ObjectSerializer serializer)
|
|
{
|
|
base.ExposeData(serializer);
|
|
serializer.DataField(ref _initialMaxVolume, "maxVolume", ReagentUnit.New(100));
|
|
serializer.DataField(ref _digestionDelay, "digestionDelay", 20);
|
|
}
|
|
|
|
protected override void Startup()
|
|
{
|
|
base.Startup();
|
|
|
|
_stomachContents = Owner.GetComponent<SolutionComponent>();
|
|
_stomachContents.MaxVolume = _initialMaxVolume;
|
|
}
|
|
|
|
public bool TryTransferSolution(Solution solution)
|
|
{
|
|
// TODO: For now no partial transfers. Potentially change by design
|
|
if (solution.TotalVolume + _stomachContents.CurrentVolume > _stomachContents.MaxVolume)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Add solution to _stomachContents
|
|
_stomachContents.TryAddSolution(solution, false, true);
|
|
// Add each reagent to _reagentDeltas. Used to track how long each reagent has been in the stomach
|
|
foreach (var reagent in solution.Contents)
|
|
{
|
|
_reagentDeltas.Add(new ReagentDelta(reagent.ReagentId, reagent.Quantity));
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates digestion status of ingested reagents.
|
|
/// Once reagents surpass _digestionDelay they are moved to the bloodstream,
|
|
/// where they are then metabolized.
|
|
/// </summary>
|
|
/// <param name="frameTime">The time since the last update in seconds.</param>
|
|
public void Update(float frameTime)
|
|
{
|
|
if (!Owner.TryGetComponent(out BloodstreamComponent bloodstream))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Add reagents ready for transfer to bloodstream to transferSolution
|
|
var transferSolution = new Solution();
|
|
|
|
// Use ToList here to remove entries while iterating
|
|
foreach (var delta in _reagentDeltas.ToList())
|
|
{
|
|
//Increment lifetime of reagents
|
|
delta.Increment(frameTime);
|
|
if (delta.Lifetime > _digestionDelay)
|
|
{
|
|
_stomachContents.TryRemoveReagent(delta.ReagentId, delta.Quantity);
|
|
transferSolution.AddReagent(delta.ReagentId, delta.Quantity);
|
|
_reagentDeltas.Remove(delta);
|
|
}
|
|
}
|
|
|
|
// Transfer digested reagents to bloodstream
|
|
bloodstream.TryTransferSolution(transferSolution);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Used to track quantity changes when ingesting & digesting reagents
|
|
/// </summary>
|
|
private class ReagentDelta
|
|
{
|
|
public readonly string ReagentId;
|
|
public readonly ReagentUnit Quantity;
|
|
public float Lifetime { get; private set; }
|
|
|
|
public ReagentDelta(string reagentId, ReagentUnit quantity)
|
|
{
|
|
ReagentId = reagentId;
|
|
Quantity = quantity;
|
|
Lifetime = 0.0f;
|
|
}
|
|
|
|
public void Increment(float delta) => Lifetime += delta;
|
|
}
|
|
}
|
|
}
|