* Fixing mistakes * How did I make the same mistake twice --------- Co-authored-by: Kara <lunarautomaton6@gmail.com>
259 lines
9.5 KiB
C#
259 lines
9.5 KiB
C#
using Content.Shared.Damage;
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using Content.Shared.Atmos;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Body.Components;
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using Content.Server.Temperature.Components;
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using Content.Shared.Atmos.Rotting;
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using Content.Shared.Examine;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Rejuvenate;
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using Robust.Server.Containers;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Timing;
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namespace Content.Server.Atmos.Rotting;
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public sealed class RottingSystem : SharedRottingSystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly AtmosphereSystem _atmosphere = default!;
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[Dependency] private readonly ContainerSystem _container = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PerishableComponent, MapInitEvent>(OnPerishableMapInit);
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SubscribeLocalEvent<PerishableComponent, MobStateChangedEvent>(OnMobStateChanged);
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SubscribeLocalEvent<PerishableComponent, ExaminedEvent>(OnPerishableExamined);
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SubscribeLocalEvent<RottingComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<RottingComponent, MobStateChangedEvent>(OnRottingMobStateChanged);
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SubscribeLocalEvent<RottingComponent, BeingGibbedEvent>(OnGibbed);
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SubscribeLocalEvent<RottingComponent, RejuvenateEvent>(OnRejuvenate);
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SubscribeLocalEvent<TemperatureComponent, IsRottingEvent>(OnTempIsRotting);
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}
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private void OnPerishableMapInit(EntityUid uid, PerishableComponent component, MapInitEvent args)
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{
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component.RotNextUpdate = _timing.CurTime + component.PerishUpdateRate;
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}
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private void OnMobStateChanged(EntityUid uid, PerishableComponent component, MobStateChangedEvent args)
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{
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if (args.NewMobState != MobState.Dead && args.OldMobState != MobState.Dead)
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return;
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if (HasComp<RottingComponent>(uid))
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return;
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component.RotAccumulator = TimeSpan.Zero;
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component.RotNextUpdate = _timing.CurTime + component.PerishUpdateRate;
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}
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private void OnShutdown(EntityUid uid, RottingComponent component, ComponentShutdown args)
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{
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if (TryComp<PerishableComponent>(uid, out var perishable))
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{
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perishable.RotNextUpdate = TimeSpan.Zero;
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}
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}
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private void OnRottingMobStateChanged(EntityUid uid, RottingComponent component, MobStateChangedEvent args)
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{
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if (args.NewMobState == MobState.Dead)
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return;
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RemCompDeferred(uid, component);
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}
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public bool IsRotProgressing(EntityUid uid, PerishableComponent? perishable)
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{
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// things don't perish by default.
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if (!Resolve(uid, ref perishable, false))
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return false;
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// only dead things or inanimate objects can rot
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if (TryComp<MobStateComponent>(uid, out var mobState) && !_mobState.IsDead(uid, mobState))
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return false;
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if (_container.TryGetOuterContainer(uid, Transform(uid), out var container) &&
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HasComp<AntiRottingContainerComponent>(container.Owner))
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{
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return false;
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}
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var ev = new IsRottingEvent();
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RaiseLocalEvent(uid, ref ev);
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return !ev.Handled;
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}
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public bool IsRotten(EntityUid uid, RottingComponent? rotting = null)
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{
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return Resolve(uid, ref rotting, false);
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}
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private void OnGibbed(EntityUid uid, RottingComponent component, BeingGibbedEvent args)
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{
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if (!TryComp<PhysicsComponent>(uid, out var physics))
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return;
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if (!TryComp<PerishableComponent>(uid, out var perishable))
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return;
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var molsToDump = perishable.MolsPerSecondPerUnitMass * physics.FixturesMass * (float) component.TotalRotTime.TotalSeconds;
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var tileMix = _atmosphere.GetTileMixture(uid, excite: true);
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tileMix?.AdjustMoles(Gas.Ammonia, molsToDump);
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}
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private void OnPerishableExamined(Entity<PerishableComponent> perishable, ref ExaminedEvent args)
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{
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int stage = PerishStage(perishable, MaxStages);
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if (stage < 1 || stage > MaxStages)
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{
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// We dont push an examined string if it hasen't started "perishing" or it's already rotting
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return;
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}
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var isMob = HasComp<MobStateComponent>(perishable);
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var description = "perishable-" + stage + (!isMob ? "-nonmob" : string.Empty);
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args.PushMarkup(Loc.GetString(description, ("target", Identity.Entity(perishable, EntityManager))));
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}
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/// <summary>
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/// Return an integer from 0 to maxStage representing how close to rotting an entity is. Used to
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/// generate examine messages for items that are starting to rot.
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/// </summary>
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public int PerishStage(Entity<PerishableComponent> perishable, int maxStages)
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{
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if (perishable.Comp.RotAfter.TotalSeconds == 0 || perishable.Comp.RotAccumulator.TotalSeconds == 0)
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return 0;
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return (int)(1 + maxStages * perishable.Comp.RotAccumulator.TotalSeconds / perishable.Comp.RotAfter.TotalSeconds);
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}
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private void OnRejuvenate(EntityUid uid, RottingComponent component, RejuvenateEvent args)
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{
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RemCompDeferred<RottingComponent>(uid);
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}
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private void OnTempIsRotting(EntityUid uid, TemperatureComponent component, ref IsRottingEvent args)
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{
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if (args.Handled)
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return;
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args.Handled = component.CurrentTemperature < Atmospherics.T0C + 0.85f;
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}
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public void ReduceAccumulator(EntityUid uid, TimeSpan time)
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{
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if (!TryComp<PerishableComponent>(uid, out var perishable))
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return;
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if (!TryComp<RottingComponent>(uid, out var rotting))
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{
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perishable.RotAccumulator -= time;
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return;
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}
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var total = (rotting.TotalRotTime + perishable.RotAccumulator) - time;
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if (total < perishable.RotAfter)
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{
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RemCompDeferred(uid, rotting);
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perishable.RotAccumulator = total;
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}
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else
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rotting.TotalRotTime = total - perishable.RotAfter;
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}
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/// <summary>
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/// Is anything speeding up the decay?
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/// e.g. buried in a grave
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/// TODO: hot temperatures increase rot?
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/// </summary>
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/// <returns></returns>
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private float GetRotRate(EntityUid uid)
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{
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if (_container.TryGetContainingContainer(uid, out var container) &&
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TryComp<ProRottingContainerComponent>(container.Owner, out var rotContainer))
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{
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return rotContainer.DecayModifier;
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}
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return 1f;
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var perishQuery = EntityQueryEnumerator<PerishableComponent>();
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while (perishQuery.MoveNext(out var uid, out var perishable))
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{
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if (_timing.CurTime < perishable.RotNextUpdate)
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continue;
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perishable.RotNextUpdate += perishable.PerishUpdateRate;
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var stage = PerishStage((uid, perishable), MaxStages);
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if (stage != perishable.Stage)
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{
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perishable.Stage = stage;
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Dirty(uid, perishable);
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}
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if (IsRotten(uid) || !IsRotProgressing(uid, perishable))
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continue;
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perishable.RotAccumulator += perishable.PerishUpdateRate * GetRotRate(uid);
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if (perishable.RotAccumulator >= perishable.RotAfter)
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{
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var rot = AddComp<RottingComponent>(uid);
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rot.NextRotUpdate = _timing.CurTime + rot.RotUpdateRate;
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}
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}
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var rotQuery = EntityQueryEnumerator<RottingComponent, PerishableComponent, TransformComponent>();
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while (rotQuery.MoveNext(out var uid, out var rotting, out var perishable, out var xform))
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{
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if (_timing.CurTime < rotting.NextRotUpdate) // This is where it starts to get noticable on larger animals, no need to run every second
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continue;
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rotting.NextRotUpdate += rotting.RotUpdateRate;
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if (!IsRotProgressing(uid, perishable))
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continue;
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rotting.TotalRotTime += rotting.RotUpdateRate * GetRotRate(uid);
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if (rotting.DealDamage)
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{
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var damage = rotting.Damage * rotting.RotUpdateRate.TotalSeconds;
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_damageable.TryChangeDamage(uid, damage, true, false);
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}
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if (TryComp<RotIntoComponent>(uid, out var rotInto))
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{
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var stage = RotStage(uid, rotting, perishable);
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if (stage >= rotInto.Stage)
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{
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Spawn(rotInto.Entity, xform.Coordinates);
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QueueDel(uid);
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continue;
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}
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}
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if (!TryComp<PhysicsComponent>(uid, out var physics))
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continue;
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// We need a way to get the mass of the mob alone without armor etc in the future
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// or just remove the mass mechanics altogether because they aren't good.
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var molRate = perishable.MolsPerSecondPerUnitMass * (float) rotting.RotUpdateRate.TotalSeconds;
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var tileMix = _atmosphere.GetTileMixture(uid, excite: true);
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tileMix?.AdjustMoles(Gas.Ammonia, molRate * physics.FixturesMass);
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}
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}
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}
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