* 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>
128 lines
3.6 KiB
C#
128 lines
3.6 KiB
C#
using System;
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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.Shared.Atmos;
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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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/// <summary>
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/// The pressure that this lung exerts on the air around it
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)] private float Pressure { get; set; }
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[ViewVariables] public GasMixture Air { get; set; } = new GasMixture();
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[ViewVariables] public LungStatus Status { 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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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.DataField(this, l => l.Pressure, "pressure", 100);
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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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if (absoluteTime < 2)
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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 - 2;
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}
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public void Inhale(float frameTime)
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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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if (!Owner.Transform.GridPosition.TryGetTileAir(out var tileAir))
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{
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return;
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}
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var amount = Atmospherics.BreathPercentage * frameTime;
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var volumeRatio = amount / tileAir.Volume;
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var temp = tileAir.RemoveRatio(volumeRatio);
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temp.PumpGasTo(Air, Pressure);
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Air.PumpGasTo(bloodstream.Air, Pressure);
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tileAir.Merge(temp);
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}
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public void Exhale(float frameTime)
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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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if (!Owner.Transform.GridPosition.TryGetTileAir(out var tileAir))
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{
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return;
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}
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bloodstream.PumpToxins(Air, Pressure);
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var amount = Atmospherics.BreathPercentage * frameTime;
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var volumeRatio = amount / tileAir.Volume;
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var temp = tileAir.RemoveRatio(volumeRatio);
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temp.PumpGasTo(tileAir, Pressure);
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Air.Merge(temp);
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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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