Files
tbd-station-14/Content.Server/GameObjects/Components/Body/Behavior/LungBehaviorComponent.cs
DrSmugleaf dd385a0511 Change all of body system to use entities and components (#2074)
* Early commit

* Early commit 2

* merging master broke my git

* does anyone even read these

* life is fleeting

* it just works

* this time passing integration tests

* Remove hashset yaml serialization for now

* You got a license for those nullables?

* No examine, no context menu, part and mechanism parenting and visibility

* Fix wrong brain sprite state

* Removing layers was a mistake

* just tear body system a new one and see if it still breathes

* Remove redundant code

* Add that comment back

* Separate damage and body, component states, stomach rework

* Add containers for body parts

* Bring layers back pls

* Fix parts magically changing color

* Reimplement sprite layer visibility

* Fix tests

* Add leg test

* Active legs is gone

Crab rave

* Merge fixes, rename DamageState to CurrentState

* Remove IShowContextMenu and ICanExamine
2020-10-10 15:25:13 +02:00

189 lines
5.2 KiB
C#

#nullable enable
using System;
using System.Linq;
using Content.Server.Atmos;
using Content.Server.GameObjects.Components.Body.Circulatory;
using Content.Server.Utility;
using Content.Shared.Atmos;
using Content.Shared.GameObjects.Components.Body.Behavior;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Body.Behavior
{
[RegisterComponent]
[ComponentReference(typeof(SharedLungBehaviorComponent))]
public class LungBehaviorComponent : SharedLungBehaviorComponent
{
private float _accumulatedFrameTime;
[ViewVariables] public GasMixture Air { get; set; } = default!;
[ViewVariables] public override float Temperature => Air.Temperature;
[ViewVariables] public override float Volume => Air.Volume;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
Air = new GasMixture {Temperature = Atmospherics.NormalBodyTemperature};
serializer.DataReadWriteFunction(
"volume",
6,
vol => Air.Volume = vol,
() => Air.Volume);
serializer.DataReadWriteFunction(
"temperature",
Atmospherics.NormalBodyTemperature,
temp => Air.Temperature = temp,
() => Air.Temperature);
}
public override void Gasp()
{
Owner.PopupMessageEveryone("Gasp");
Inhale(CycleDelay);
}
public void Transfer(GasMixture from, GasMixture to, float ratio)
{
var removed = from.RemoveRatio(ratio);
var toOld = to.Gases.ToArray();
to.Merge(removed);
for (var gas = 0; gas < Atmospherics.TotalNumberOfGases; gas++)
{
var newAmount = to.GetMoles(gas);
var oldAmount = toOld[gas];
var delta = newAmount - oldAmount;
removed.AdjustMoles(gas, -delta);
}
from.Merge(removed);
}
public void ToBloodstream(GasMixture mixture)
{
if (Body == null)
{
return;
}
if (!Body.Owner.TryGetComponent(out BloodstreamComponent? bloodstream))
{
return;
}
var to = bloodstream.Air;
to.Merge(mixture);
mixture.Clear();
}
public override void Update(float frameTime)
{
if (Status == LungStatus.None)
{
Status = LungStatus.Inhaling;
}
_accumulatedFrameTime += Status switch
{
LungStatus.Inhaling => frameTime,
LungStatus.Exhaling => -frameTime,
_ => throw new ArgumentOutOfRangeException()
};
var absoluteTime = Math.Abs(_accumulatedFrameTime);
var delay = CycleDelay;
if (absoluteTime < delay)
{
return;
}
switch (Status)
{
case LungStatus.Inhaling:
Inhale(absoluteTime);
Status = LungStatus.Exhaling;
break;
case LungStatus.Exhaling:
Exhale(absoluteTime);
Status = LungStatus.Inhaling;
break;
default:
throw new ArgumentOutOfRangeException();
}
_accumulatedFrameTime = absoluteTime - delay;
}
public override void Inhale(float frameTime)
{
if (!Owner.Transform.Coordinates.TryGetTileAir(out var tileAir))
{
return;
}
Inhale(frameTime, tileAir);
}
public void Inhale(float frameTime, GasMixture from)
{
var ratio = Atmospherics.BreathPercentage * frameTime;
Transfer(from, Air, ratio);
ToBloodstream(Air);
}
public override void Exhale(float frameTime)
{
if (!Owner.Transform.Coordinates.TryGetTileAir(out var tileAir))
{
return;
}
Exhale(frameTime, tileAir);
}
public void Exhale(float frameTime, GasMixture to)
{
// TODO: Make the bloodstream separately pump toxins into the lungs, making the lungs' only job to empty.
if (Body == null)
{
return;
}
if (!Body.Owner.TryGetComponent(out BloodstreamComponent? bloodstream))
{
return;
}
bloodstream.PumpToxins(Air);
var lungRemoved = Air.RemoveRatio(0.5f);
var toOld = to.Gases.ToArray();
to.Merge(lungRemoved);
for (var gas = 0; gas < Atmospherics.TotalNumberOfGases; gas++)
{
var newAmount = to.GetMoles(gas);
var oldAmount = toOld[gas];
var delta = newAmount - oldAmount;
lungRemoved.AdjustMoles(gas, -delta);
}
Air.Merge(lungRemoved);
}
}
}