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<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Fixes an issue where the BreathingImmunityComponent is not checked in RespiratorSystem, this component is used for carp lungs, but since it was never checked it meant that carp lungs did nothing. --- # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> - [x] Make carp lungs work again --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <!-- <details><summary><h1>Media</h1></summary> <p>  </p> </details> --- --> # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 - fix: Made RespiratorSystem check for BreathingImmunityComponent --------- Signed-off-by: CliveOcelot <165305605+Orion-416@users.noreply.github.com> (cherry picked from commit 8c85c9c5292e2e811963914c0711354c7dea5ba7)
380 lines
14 KiB
C#
380 lines
14 KiB
C#
using Content.Server.Administration.Logs;
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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.Chat.Systems;
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using Content.Server.Chemistry.Containers.EntitySystems;
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using Content.Server.EntityEffects.EffectConditions;
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using Content.Server.EntityEffects.Effects;
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using Content.Shared._Goobstation.MartialArts.Components; // Goobstation - Martial Arts
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using Content.Server.Popups;
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using Content.Shared.Alert;
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using Content.Shared.Atmos;
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using Content.Shared.Body.Components;
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using Content.Shared._Shitmed.Body.Components; // Shitmed Change
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using Content.Shared._Shitmed.Body.Organ;
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using Content.Shared.Body.Prototypes;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Reagent; // Shitmed Change
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using Content.Shared.Damage;
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using Content.Shared.Database;
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using Content.Shared.EntityEffects;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Mood;
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using JetBrains.Annotations;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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using Content.Shared.Movement.Pulling.Components; // Goobstation
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using Content.Shared.Movement.Pulling.Systems; // Goobstation
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namespace Content.Server.Body.Systems;
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[UsedImplicitly]
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public sealed class RespiratorSystem : EntitySystem
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{
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly AlertsSystem _alertsSystem = default!;
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[Dependency] private readonly AtmosphereSystem _atmosSys = default!;
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[Dependency] private readonly BodySystem _bodySystem = default!;
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[Dependency] private readonly DamageableSystem _damageableSys = default!;
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[Dependency] private readonly LungSystem _lungSystem = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly IPrototypeManager _protoMan = default!;
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[Dependency] private readonly SolutionContainerSystem _solutionContainerSystem = default!;
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[Dependency] private readonly ChatSystem _chat = default!;
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private static readonly ProtoId<MetabolismGroupPrototype> GasId = new("Gas");
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public override void Initialize()
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{
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base.Initialize();
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// We want to process lung reagents before we inhale new reagents.
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UpdatesAfter.Add(typeof(MetabolizerSystem));
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SubscribeLocalEvent<RespiratorComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<RespiratorComponent, EntityUnpausedEvent>(OnUnpaused);
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SubscribeLocalEvent<RespiratorComponent, ApplyMetabolicMultiplierEvent>(OnApplyMetabolicMultiplier);
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}
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// Goobstation start
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// Can breathe check for grab
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public bool CanBreathe(EntityUid uid, RespiratorComponent respirator)
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{
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if(respirator.Saturation < respirator.SuffocationThreshold)
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return false;
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if (TryComp<PullableComponent>(uid, out var pullable)
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&& pullable.GrabStage == GrabStage.Suffocate)
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return false;
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return !HasComp<KravMagaBlockedBreathingComponent>(uid);
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}
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// Goobstation end
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private void OnMapInit(Entity<RespiratorComponent> ent, ref MapInitEvent args)
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{
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ent.Comp.NextUpdate = _gameTiming.CurTime + ent.Comp.UpdateInterval;
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}
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private void OnUnpaused(Entity<RespiratorComponent> ent, ref EntityUnpausedEvent args)
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{
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ent.Comp.NextUpdate += args.PausedTime;
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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 query = EntityQueryEnumerator<RespiratorComponent, BodyComponent>();
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while (query.MoveNext(out var uid, out var respirator, out var body))
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{
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if (_gameTiming.CurTime < respirator.NextUpdate)
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continue;
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respirator.NextUpdate += respirator.UpdateInterval;
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if (_mobState.IsDead(uid) || HasComp<BreathingImmunityComponent>(uid)) // Shitmed: BreathingImmunity
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continue;
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if (HasComp<RespiratorImmuneComponent>(uid))
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continue;
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UpdateSaturation(uid, -(float) respirator.UpdateInterval.TotalSeconds, respirator);
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if (!_mobState.IsIncapacitated(uid) && !HasComp<DebrainedComponent>(uid)) // Shitmed: cannot breathe in crit or when no brain.
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{
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switch (respirator.Status)
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{
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case RespiratorStatus.Inhaling:
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Inhale(uid, body);
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respirator.Status = RespiratorStatus.Exhaling;
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break;
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case RespiratorStatus.Exhaling:
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Exhale(uid, body);
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respirator.Status = RespiratorStatus.Inhaling;
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break;
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}
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}
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if (!CanBreathe(uid, respirator)) // Goobstation edit
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{
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if (_gameTiming.CurTime >= respirator.LastGaspPopupTime + respirator.GaspPopupCooldown)
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{
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respirator.LastGaspPopupTime = _gameTiming.CurTime;
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_popupSystem.PopupEntity(Loc.GetString("lung-behavior-gasp"), uid);
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}
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TakeSuffocationDamage((uid, respirator));
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respirator.SuffocationCycles += 1;
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continue;
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}
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StopSuffocation((uid, respirator));
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respirator.SuffocationCycles = 0;
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}
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}
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public void Inhale(EntityUid uid, BodyComponent? body = null)
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{
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if (!Resolve(uid, ref body, logMissing: false))
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return;
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var organs = _bodySystem.GetBodyOrganComponents<LungComponent>(uid, body);
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// Inhale gas
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var ev = new InhaleLocationEvent();
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RaiseLocalEvent(uid, ref ev);
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ev.Gas ??= _atmosSys.GetContainingMixture(uid, excite: true);
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if (ev.Gas is null)
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{
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return;
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}
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var actualGas = ev.Gas.RemoveVolume(Atmospherics.BreathVolume);
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var lungRatio = 1.0f / organs.Count;
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var gas = organs.Count == 1 ? actualGas : actualGas.RemoveRatio(lungRatio);
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foreach (var (lung, _) in organs)
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{
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// Merge doesn't remove gas from the giver.
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_atmosSys.Merge(lung.Air, gas);
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_lungSystem.GasToReagent(lung.Owner, lung);
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}
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}
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public void Exhale(EntityUid uid, BodyComponent? body = null)
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{
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if (!Resolve(uid, ref body, logMissing: false))
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return;
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var organs = _bodySystem.GetBodyOrganComponents<LungComponent>(uid, body);
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// exhale gas
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var ev = new ExhaleLocationEvent();
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RaiseLocalEvent(uid, ref ev, broadcast: false);
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if (ev.Gas is null)
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{
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ev.Gas = _atmosSys.GetContainingMixture(uid, excite: true);
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// Walls and grids without atmos comp return null. I guess it makes sense to not be able to exhale in walls,
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// but this also means you cannot exhale on some grids.
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ev.Gas ??= GasMixture.SpaceGas;
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}
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var outGas = new GasMixture(ev.Gas.Volume);
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foreach (var (lung, _) in organs)
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{
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_atmosSys.Merge(outGas, lung.Air);
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lung.Air.Clear();
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if (_solutionContainerSystem.ResolveSolution(lung.Owner, lung.SolutionName, ref lung.Solution))
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_solutionContainerSystem.RemoveAllSolution(lung.Solution.Value);
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}
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_atmosSys.Merge(ev.Gas, outGas);
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}
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/// <summary>
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/// Check whether or not an entity can metabolize inhaled air without suffocating or taking damage (i.e., no toxic
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/// gasses).
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/// </summary>
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public bool CanMetabolizeInhaledAir(Entity<RespiratorComponent?> ent)
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{
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if (!Resolve(ent, ref ent.Comp))
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return false;
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var ev = new InhaleLocationEvent();
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RaiseLocalEvent(ent, ref ev);
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var gas = ev.Gas ?? _atmosSys.GetContainingMixture(ent.Owner);
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if (gas == null)
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return false;
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return CanMetabolizeGas(ent, gas);
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}
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/// <summary>
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/// Check whether or not an entity can metabolize the given gas mixture without suffocating or taking damage
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/// (i.e., no toxic gasses).
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/// </summary>
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public bool CanMetabolizeGas(Entity<RespiratorComponent?> ent, GasMixture gas)
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{
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if (!Resolve(ent, ref ent.Comp))
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return false;
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var organs = _bodySystem.GetBodyOrganComponents<LungComponent>(ent);
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if (organs.Count == 0)
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return false;
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gas = new GasMixture(gas);
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var lungRatio = 1.0f / organs.Count;
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gas.Multiply(MathF.Min(lungRatio * gas.Volume/Atmospherics.BreathVolume, lungRatio));
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var solution = _lungSystem.GasToReagent(gas);
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float saturation = 0;
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foreach (var organ in organs)
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{
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saturation += GetSaturation(solution, organ.Comp.Owner, out var toxic);
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if (toxic)
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return false;
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}
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return saturation > ent.Comp.UpdateInterval.TotalSeconds;
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}
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/// <summary>
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/// Get the amount of saturation that would be generated if the lung were to metabolize the given solution.
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/// </summary>
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/// <remarks>
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/// This assumes the metabolism rate is unbounded, which generally should be the case for lungs, otherwise we get
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/// back to the old pulmonary edema bug.
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/// </remarks>
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/// <param name="solution">The reagents to metabolize</param>
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/// <param name="lung">The entity doing the metabolizing</param>
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/// <param name="toxic">Whether or not any of the reagents would deal damage to the entity</param>
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private float GetSaturation(Solution solution, Entity<MetabolizerComponent?> lung, out bool toxic)
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{
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toxic = false;
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if (!Resolve(lung, ref lung.Comp))
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return 0;
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if (lung.Comp.MetabolismGroups == null)
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return 0;
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float saturation = 0;
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foreach (var (id, quantity) in solution.Contents)
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{
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var reagent = _protoMan.Index<ReagentPrototype>(id.Prototype);
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if (reagent.Metabolisms == null)
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continue;
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if (!reagent.Metabolisms.TryGetValue(GasId, out var entry))
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continue;
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foreach (var effect in entry.Effects)
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{
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if (effect is HealthChange health)
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toxic |= CanMetabolize(health) && health.Damage.AnyPositive();
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else if (effect is Oxygenate oxy && CanMetabolize(oxy))
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saturation += oxy.Factor * quantity.Float();
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}
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}
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// TODO generalize condition checks
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// this is pretty janky, but I just want to bodge a method that checks if an entity can breathe a gas mixture
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// Applying actual reaction effects require a full ReagentEffectArgs struct.
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bool CanMetabolize(EntityEffect effect)
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{
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if (effect.Conditions == null)
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return true;
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foreach (var cond in effect.Conditions)
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{
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if (cond is OrganType organ && !organ.Condition(lung, EntityManager))
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return false;
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}
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return true;
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}
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return saturation;
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}
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private void TakeSuffocationDamage(Entity<RespiratorComponent> ent)
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{
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if (ent.Comp.SuffocationCycles == 2)
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_adminLogger.Add(LogType.Asphyxiation, $"{ToPrettyString(ent):entity} started suffocating");
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if (ent.Comp.SuffocationCycles >= ent.Comp.SuffocationCycleThreshold)
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{
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// TODO: This is not going work with multiple different lungs, if that ever becomes a possibility
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var organs = _bodySystem.GetBodyOrganComponents<LungComponent>(ent);
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foreach (var (comp, _) in organs)
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{
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_alertsSystem.ShowAlert(ent, comp.Alert);
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}
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RaiseLocalEvent(ent, new MoodEffectEvent("Suffocating"));
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}
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_damageableSys.TryChangeDamage(ent, HasComp<DebrainedComponent>(ent) ? ent.Comp.Damage * 4.5f : ent.Comp.Damage, interruptsDoAfters: false);
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}
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private void StopSuffocation(Entity<RespiratorComponent> ent)
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{
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if (ent.Comp.SuffocationCycles >= 2)
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_adminLogger.Add(LogType.Asphyxiation, $"{ToPrettyString(ent):entity} stopped suffocating");
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// TODO: This is not going work with multiple different lungs, if that ever becomes a possibility
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var organs = _bodySystem.GetBodyOrganComponents<LungComponent>(ent);
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foreach (var (comp, _) in organs)
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{
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_alertsSystem.ClearAlert(ent, comp.Alert);
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}
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_damageableSys.TryChangeDamage(ent, ent.Comp.DamageRecovery);
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}
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public void UpdateSaturation(EntityUid uid, float amount,
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RespiratorComponent? respirator = null)
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{
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if (!Resolve(uid, ref respirator, false))
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return;
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respirator.Saturation += amount;
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respirator.Saturation =
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Math.Clamp(respirator.Saturation, respirator.MinSaturation, respirator.MaxSaturation);
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}
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private void OnApplyMetabolicMultiplier(
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Entity<RespiratorComponent> ent,
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ref ApplyMetabolicMultiplierEvent args)
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{
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// TODO REFACTOR THIS
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// This will slowly drift over time due to floating point errors.
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// Instead, raise an event with the base rates and allow modifiers to get applied to it.
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if (args.Apply)
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{
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ent.Comp.UpdateInterval *= args.Multiplier;
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ent.Comp.Saturation *= args.Multiplier;
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ent.Comp.MaxSaturation *= args.Multiplier;
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ent.Comp.MinSaturation *= args.Multiplier;
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return;
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}
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// This way we don't have to worry about it breaking if the stasis bed component is destroyed
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ent.Comp.UpdateInterval /= args.Multiplier;
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ent.Comp.Saturation /= args.Multiplier;
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ent.Comp.MaxSaturation /= args.Multiplier;
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ent.Comp.MinSaturation /= args.Multiplier;
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}
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}
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[ByRefEvent]
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public record struct InhaleLocationEvent(GasMixture? Gas);
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[ByRefEvent]
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public record struct ExhaleLocationEvent(GasMixture? Gas);
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