250 lines
8.1 KiB
C#
250 lines
8.1 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using Content.Server.Atmos;
|
|
using Content.Server.GameObjects.Components.Atmos;
|
|
using Content.Server.GameObjects.Components.Body.Circulatory;
|
|
using Content.Shared.Atmos;
|
|
using Content.Shared.Chemistry;
|
|
using Content.Shared.Damage;
|
|
using Content.Shared.GameObjects.Components.Damage;
|
|
using Content.Shared.Interfaces.Chemistry;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.IoC;
|
|
using Robust.Shared.Prototypes;
|
|
using Robust.Shared.Serialization;
|
|
using Robust.Shared.ViewVariables;
|
|
|
|
namespace Content.Server.GameObjects.Components.Metabolism
|
|
{
|
|
[RegisterComponent]
|
|
public class MetabolismComponent : Component
|
|
{
|
|
#pragma warning disable 649
|
|
[Dependency] private readonly IPrototypeManager _prototypeManager;
|
|
#pragma warning restore 649
|
|
|
|
public override string Name => "Metabolism";
|
|
|
|
private float _accumulatedFrameTime;
|
|
|
|
[ViewVariables(VVAccess.ReadWrite)] private int _suffocationDamage;
|
|
|
|
[ViewVariables] public Dictionary<Gas, float> NeedsGases { get; set; }
|
|
|
|
[ViewVariables] public Dictionary<Gas, float> ProducesGases { get; set; }
|
|
|
|
[ViewVariables] public Dictionary<Gas, float> DeficitGases { get; set; }
|
|
|
|
[ViewVariables] public bool Suffocating => SuffocatingPercentage() > 0;
|
|
|
|
public override void ExposeData(ObjectSerializer serializer)
|
|
{
|
|
base.ExposeData(serializer);
|
|
|
|
serializer.DataField(this, b => b.NeedsGases, "needsGases", new Dictionary<Gas, float>());
|
|
serializer.DataField(this, b => b.ProducesGases, "producesGases", new Dictionary<Gas, float>());
|
|
serializer.DataField(this, b => b.DeficitGases, "deficitGases", new Dictionary<Gas, float>());
|
|
serializer.DataField(ref _suffocationDamage, "suffocationDamage", 1);
|
|
}
|
|
|
|
private Dictionary<Gas, float> NeedsAndDeficit(float frameTime)
|
|
{
|
|
var needs = new Dictionary<Gas, float>(NeedsGases);
|
|
foreach (var (gas, amount) in DeficitGases)
|
|
{
|
|
var newAmount = (needs.GetValueOrDefault(gas) + amount) * frameTime;
|
|
needs[gas] = newAmount;
|
|
}
|
|
|
|
return needs;
|
|
}
|
|
|
|
private void ClampDeficit()
|
|
{
|
|
var deficitGases = new Dictionary<Gas, float>(DeficitGases);
|
|
|
|
foreach (var (gas, deficit) in deficitGases)
|
|
{
|
|
if (!NeedsGases.TryGetValue(gas, out var need))
|
|
{
|
|
DeficitGases.Remove(gas);
|
|
continue;
|
|
}
|
|
|
|
if (deficit > need)
|
|
{
|
|
DeficitGases[gas] = need;
|
|
}
|
|
}
|
|
}
|
|
|
|
private float SuffocatingPercentage()
|
|
{
|
|
var percentages = new float[Atmospherics.TotalNumberOfGases];
|
|
|
|
foreach (var (gas, deficit) in DeficitGases)
|
|
{
|
|
if (!NeedsGases.TryGetValue(gas, out var needed))
|
|
{
|
|
percentages[(int) gas] = 1;
|
|
continue;
|
|
}
|
|
|
|
percentages[(int) gas] = deficit / needed;
|
|
}
|
|
|
|
return percentages.Average();
|
|
}
|
|
|
|
private float GasProducedMultiplier(Gas gas, float usedAverage)
|
|
{
|
|
if (!NeedsGases.TryGetValue(gas, out var needs) ||
|
|
!ProducesGases.TryGetValue(gas, out var produces))
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
return needs * produces * usedAverage;
|
|
}
|
|
|
|
private Dictionary<Gas, float> GasProduced(float usedAverage)
|
|
{
|
|
return ProducesGases.ToDictionary(pair => pair.Key, pair => GasProducedMultiplier(pair.Key, usedAverage));
|
|
}
|
|
|
|
private void ProcessGases(float frameTime)
|
|
{
|
|
if (!Owner.TryGetComponent(out BloodstreamComponent bloodstream))
|
|
{
|
|
return;
|
|
}
|
|
|
|
var usedPercentages = new float[Atmospherics.TotalNumberOfGases];
|
|
var needs = NeedsAndDeficit(frameTime);
|
|
foreach (var (gas, amountNeeded) in needs)
|
|
{
|
|
var bloodstreamAmount = bloodstream.Air.GetMoles(gas);
|
|
var deficit = 0f;
|
|
|
|
if (bloodstreamAmount >= amountNeeded)
|
|
{
|
|
bloodstream.Air.AdjustMoles(gas, -amountNeeded);
|
|
}
|
|
else
|
|
{
|
|
deficit = amountNeeded - bloodstreamAmount;
|
|
bloodstream.Air.SetMoles(gas, 0);
|
|
}
|
|
|
|
DeficitGases[gas] = deficit;
|
|
|
|
var used = amountNeeded - deficit;
|
|
usedPercentages[(int) gas] = used / amountNeeded;
|
|
}
|
|
|
|
var usedAverage = usedPercentages.Average();
|
|
var produced = GasProduced(usedAverage);
|
|
|
|
foreach (var (gas, amountProduced) in produced)
|
|
{
|
|
bloodstream.Air.AdjustMoles(gas, amountProduced);
|
|
}
|
|
|
|
ClampDeficit();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Loops through each reagent in _internalSolution,
|
|
/// and calls <see cref="IMetabolizable.Metabolize"/> for each of them.
|
|
/// </summary>
|
|
/// <param name="frameTime">The time since the last metabolism tick in seconds.</param>
|
|
private void ProcessNutrients(float frameTime)
|
|
{
|
|
if (!Owner.TryGetComponent(out BloodstreamComponent bloodstream))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (bloodstream.Solution.CurrentVolume == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Run metabolism for each reagent, remove metabolized reagents
|
|
// Using ToList here lets us edit reagents while iterating
|
|
foreach (var reagent in bloodstream.Solution.ReagentList.ToList())
|
|
{
|
|
if (!_prototypeManager.TryIndex(reagent.ReagentId, out ReagentPrototype prototype))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Run metabolism code for each reagent
|
|
foreach (var metabolizable in prototype.Metabolism)
|
|
{
|
|
var reagentDelta = metabolizable.Metabolize(Owner, reagent.ReagentId, frameTime);
|
|
bloodstream.Solution.TryRemoveReagent(reagent.ReagentId, reagentDelta);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Processes gases in the bloodstream and triggers metabolism of the
|
|
/// reagents inside of it.
|
|
/// </summary>
|
|
/// <param name="frameTime">
|
|
/// The time since the last metabolism tick in seconds.
|
|
/// </param>
|
|
public void Update(float frameTime)
|
|
{
|
|
_accumulatedFrameTime += frameTime;
|
|
|
|
if (_accumulatedFrameTime < 1)
|
|
{
|
|
return;
|
|
}
|
|
|
|
_accumulatedFrameTime -= 1;
|
|
|
|
ProcessGases(frameTime);
|
|
ProcessNutrients(frameTime);
|
|
|
|
if (Suffocating &&
|
|
Owner.TryGetComponent(out IDamageableComponent damageable))
|
|
{
|
|
// damageable.ChangeDamage(DamageClass.Airloss, _suffocationDamage, false);
|
|
}
|
|
}
|
|
|
|
public void Transfer(BloodstreamComponent @from, GasMixture to, Gas gas, float pressure)
|
|
{
|
|
var transfer = new GasMixture();
|
|
var molesInBlood = @from.Air.GetMoles(gas);
|
|
|
|
transfer.SetMoles(gas, molesInBlood);
|
|
transfer.ReleaseGasTo(to, pressure);
|
|
|
|
@from.Air.Merge(transfer);
|
|
}
|
|
|
|
public GasMixture Clean(BloodstreamComponent bloodstream, float pressure = 100)
|
|
{
|
|
var gasMixture = new GasMixture(bloodstream.Air.Volume);
|
|
|
|
for (Gas gas = 0; gas < (Gas) Atmospherics.TotalNumberOfGases; gas++)
|
|
{
|
|
if (NeedsGases.TryGetValue(gas, out var needed) &&
|
|
bloodstream.Air.GetMoles(gas) < needed * 1.5f)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
Transfer(bloodstream, gasMixture, gas, pressure);
|
|
}
|
|
|
|
return gasMixture;
|
|
}
|
|
}
|
|
}
|