Files
tbd-station-14/Content.Server/Body/Components/RespiratorComponent.cs
Princess Cheeseballs d7d83bd87c RespiratorSystem Cleanup (#38572)
* Respirator Debodied

* Forgot about alerts (also respirator testa and events)

* Fix Urist eating air and not giving it back

* Stop nuke ops from taking in a breath then taking in a second breath causing them to get a headache from carbon dioxide poisoning and failing TryStopNukeOpsFromConstantlyFailing();

* Consts are smelly,

* Actually we don't need to raise the entity, just the component

* Don't forget to remove the unused code today, said me yesterday

* Remove all fallbacks

* Debody that too

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Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
2025-06-26 22:33:43 -04:00

112 lines
3.3 KiB
C#

using Content.Server.Body.Systems;
using Content.Shared.Alert;
using Content.Shared.Atmos;
using Content.Shared.Chat.Prototypes;
using Content.Shared.Damage;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Server.Body.Components
{
[RegisterComponent, Access(typeof(RespiratorSystem))]
public sealed partial class RespiratorComponent : Component
{
/// <summary>
/// Gas container for this entity
/// </summary>
[DataField]
public GasMixture Air = new()
{
Volume = 6, // 6 liters, the average lung capacity for a human according to Google
Temperature = Atmospherics.NormalBodyTemperature
};
/// <summary>
/// Volume of our breath in liters
/// </summary>
[DataField]
public float BreathVolume = Atmospherics.BreathVolume;
/// <summary>
/// How much of the gas we inhale is metabolized? Value range is (0, 1]
/// </summary>
[DataField]
public float Ratio = 1.0f;
/// <summary>
/// The next time that this body will inhale or exhale.
/// </summary>
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
public TimeSpan NextUpdate;
/// <summary>
/// The interval between updates. Each update is either inhale or exhale,
/// so a full cycle takes twice as long.
/// </summary>
[DataField]
public TimeSpan UpdateInterval = TimeSpan.FromSeconds(2);
/// <summary>
/// Saturation level. Reduced by UpdateInterval each tick.
/// Can be thought of as 'how many seconds you have until you start suffocating' in this configuration.
/// </summary>
[DataField]
public float Saturation = 5.0f;
/// <summary>
/// At what level of saturation will you begin to suffocate?
/// </summary>
[DataField]
public float SuffocationThreshold;
[DataField]
public float MaxSaturation = 5.0f;
[DataField]
public float MinSaturation = -2.0f;
// TODO HYPEROXIA?
[DataField(required: true)]
[ViewVariables(VVAccess.ReadWrite)]
public DamageSpecifier Damage = default!;
[DataField(required: true)]
[ViewVariables(VVAccess.ReadWrite)]
public DamageSpecifier DamageRecovery = default!;
[DataField]
public TimeSpan GaspEmoteCooldown = TimeSpan.FromSeconds(8);
[ViewVariables]
public TimeSpan LastGaspEmoteTime;
/// <summary>
/// The emote when gasps
/// </summary>
[DataField]
public ProtoId<EmotePrototype> GaspEmote = "Gasp";
/// <summary>
/// How many cycles in a row has the mob been under-saturated?
/// </summary>
[ViewVariables]
public int SuffocationCycles = 0;
/// <summary>
/// How many cycles in a row does it take for the suffocation alert to pop up?
/// </summary>
[ViewVariables]
public int SuffocationCycleThreshold = 3;
[ViewVariables]
public RespiratorStatus Status = RespiratorStatus.Inhaling;
}
}
public enum RespiratorStatus
{
Inhaling,
Exhaling
}