* ECS Atmos Part 3: Removes AtmosHelpers, add many methods to AtmosphereSystem * Adds API for adding/removing active tiles. * Adds API for FixVacuum. * Adds API for UpdateAdjacent. * Adds API for IsTileAirBlocked. * Re-organize hotspot code * Adds API for IsTileSpace. * RemoveGasCommand uses AtmosphereSystem * AddGasCommand uses AtmosphereSystem. * SetTemperatureCommand uses AtmosphereSystem. * Adds API for IsSimulatedGrid. * GasLeak uses AtmosphereSystem. * Makes Spark method in GasLeak ALSO use AtmosphereSystem. * GasPassiveVentSystem uses AtmosphereSystem. * GasMinerSystem uses AtmosphereSystem. * GasOutletInjectorSystem uses AtmosphereSystem. * GasVentPumpSystem uses AtmosphereSystem. * GasDualPortVentPumpSystem uses AtmosphereSystem. * GasVolumePumpSystem uses AtmosphereSystem. * GasAnalyzerComponent uses AtmosphereSystem. * Add API for GetAdjacentTileMixtures. * GasVentScrubberSystem uses AtmosphereSystem. * AirtightComponent uses AtmosphereSystem. * GasLeaks's TryFindRandomTile uses AtmosphereSystem. * Adds API for GetAdjacentTiles. * FirelockComponent's IsHoldingFire uses AtmosphereSystem. * Adds API for GetAllTileMixtures. * DeleteGasCommand uses AtmosphereSystem. * FixGridAtmos uses AtmosphereSystem. * FillGasCommand uses AtmosphereSystem. * SetAtmosTemperatureCommand uses AtmosphereSystem.
204 lines
5.9 KiB
C#
204 lines
5.9 KiB
C#
using System;
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using Content.Server.Atmos;
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using Content.Server.Atmos.Components;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Body.Circulatory;
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using Content.Server.Body.Respiratory;
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using Content.Server.Notification;
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using Content.Shared.Atmos;
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using Content.Shared.Body.Components;
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using Content.Shared.MobState;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Timing;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Body.Behavior
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{
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[DataDefinition]
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public class LungBehavior : MechanismBehavior
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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private float _accumulatedFrameTime;
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[ViewVariables] private TimeSpan _lastGaspPopupTime;
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[DataField("air")]
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[ViewVariables]
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public GasMixture Air { get; set; } = new()
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{
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Volume = 6,
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Temperature = Atmospherics.NormalBodyTemperature
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};
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[DataField("gaspPopupCooldown")]
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[ViewVariables]
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public TimeSpan GaspPopupCooldown { get; private set; } = TimeSpan.FromSeconds(8);
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[ViewVariables] public LungStatus Status { get; set; }
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[DataField("cycleDelay")]
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[ViewVariables]
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public float CycleDelay { get; set; } = 2;
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public LungBehavior()
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{
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IoCManager.InjectDependencies(this);
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}
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protected override void OnAddedToBody(SharedBodyComponent body)
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{
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base.OnAddedToBody(body);
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Inhale(CycleDelay);
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}
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public void Gasp()
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{
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if (_gameTiming.CurTime >= _lastGaspPopupTime + GaspPopupCooldown)
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{
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_lastGaspPopupTime = _gameTiming.CurTime;
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Owner.PopupMessageEveryone(Loc.GetString("lung-behavior-gasp"));
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}
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Inhale(CycleDelay);
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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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EntitySystem.Get<AtmosphereSystem>().Merge(to, from.RemoveRatio(ratio));
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}
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public void ToBloodstream(GasMixture mixture)
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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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if (!Body.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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EntitySystem.Get<AtmosphereSystem>().Merge(to, mixture);
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mixture.Clear();
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}
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public override void Update(float frameTime)
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{
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if (Body != null && Body.Owner.TryGetComponent(out IMobStateComponent? mobState) && mobState.IsCritical())
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{
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return;
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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 Inhale(float frameTime)
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{
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if (Body != null &&
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Body.Owner.TryGetComponent(out InternalsComponent? internals) &&
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internals.BreathToolEntity != null &&
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internals.GasTankEntity != null &&
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internals.BreathToolEntity.TryGetComponent(out BreathToolComponent? breathTool) &&
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breathTool.IsFunctional &&
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internals.GasTankEntity.TryGetComponent(out GasTankComponent? gasTank) &&
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gasTank.Air != null)
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{
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Inhale(frameTime, gasTank.RemoveAirVolume(Atmospherics.BreathVolume));
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return;
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}
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if (EntitySystem.Get<AtmosphereSystem>().GetTileMixture(Owner.Transform.Coordinates, true) is not {} 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.BreathVolume / from.Volume) * 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 (EntitySystem.Get<AtmosphereSystem>().GetTileMixture(Owner.Transform.Coordinates, true) is not {} 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 (Body == null)
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{
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return;
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}
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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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bloodstream.PumpToxins(Air);
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var lungRemoved = Air.RemoveRatio(0.5f);
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EntitySystem.Get<AtmosphereSystem>().Merge(to, lungRemoved);
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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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