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crystall-punk-14/Content.Server/GameObjects/Components/Metabolism/MetabolismComponent.cs

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Bodysystem and damagesystem rework (#1544) * Things and stuff with grids, unfinished w/ code debug changes. * Updated submodule and also lost some progress cause I fucked it up xd * First unfinished draft of the BodySystem. Doesn't compile. * More changes to make it compile, but still just a framework. Doesn't do anything at the moment. * Many cleanup changes. * Revert "Merge branch 'master' of https://github.com/GlassEclipse/space-station-14 into body_system" This reverts commit ddd4aebbc76cf2a0b7b102f72b93d55a0816c88c, reversing changes made to 12d0dd752706bdda8879393bd8191a1199a0c978. * Commit human.yml * Updated a lot of things to be more classy, more progress overall, etc. etc. * Latest update with many changes * Minor changes * Fixed Travis build bug * Adds first draft of Body Scanner console, apparently I also forgot to tie Mechanisms into body parts so now a heart just sits in the Torso like a good boy :) * Commit rest of stuff * Latest changes * Latest changes again * 14 naked cowboys * Yay! * Latest changes (probably doesnt compile) * Surgery!!!!!!!!!~1116y * Cleaned some stuff up * More cleanup * Refactoring of code. Basic surgery path now done. * Removed readme, has been added to HackMD * Fixes typo (and thus test errors) * WIP changes, committing so I can pull latest master changes * Still working on that god awful merge * Latest changes * Latest changes!! * Beginning of refactor to BoundUserInterface * Surgery! * Latest changes - fixes pr change requests and random fixes * oops * Fixes bodypart recursion * Beginning of work on revamping the damage system. * More latest changes * Latest changes * Finished merge * Commit before removing old healthcode * Almost done with removing speciescomponent... * It compiles!!! * yahoo more work * Fixes to make it work * Merge conflict fixes * Deleting species visualizer was a mistake * IDE warnings are VERBOTEN * makes the server not kill itself on startup, some cleanup (#1) * Namespaces, comments and exception fixes * Fix conveyor and conveyor switch serialization SS14 in reactive when * Move damage, acts and body to shared Damage cleanup Comment cleanup * Rename SpeciesComponent to RotationComponent and cleanup Damage cleanup Comment cleanup * Fix nullable warnings * Address old reviews Fix off welder suicide damage type, deathmatch and suspicion * Fix new test fail with units being able to accept items when unpowered * Remove RotationComponent, change references to IBodyManagerComponent * Add a bloodstream to humans * More cleanups * Add body conduits, connections, connectors substances and valves * Revert "Add body conduits, connections, connectors substances and valves" This reverts commit 9ab0b50e6b15fe98852d7b0836c0cdbf4bd76d20. * Implement the heart mechanism behavior with the circulatory network * Added network property to mechanism behaviors * Changed human organ sprites and added missing ones * Fix tests * Add individual body part sprite rendering * Fix error where dropped mechanisms are not initialized * Implement client/server body damage * Make DamageContainer take care of raising events * Reimplement medical scanner with the new body system * Improve the medical scanner ui * Merge conflict fixes * Fix crash when colliding with something * Fix microwave suicides and eyes sprite rendering * Fix nullable reference error * Fix up surgery client side * Fix missing using from merge conflict * Add breathing *inhale * Merge conflict fixes * Fix accumulatedframetime being reset to 0 instead of decreased by the threshold https://github.com/space-wizards/space-station-14/pull/1617 * Use and add to the new AtmosHelpers * Fix feet * Add proper coloring to dropped body parts * Fix Urist's lungs being too strong * Merge conflict fixes * Merge conflict fixes * Merge conflict fixes Co-authored-by: GlassEclipse <tsymall5@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
2020-08-17 01:42:42 +02:00
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))
{
2020-08-19 15:54:45 +02:00
// damageable.ChangeDamage(DamageClass.Airloss, _suffocationDamage, false);
Bodysystem and damagesystem rework (#1544) * Things and stuff with grids, unfinished w/ code debug changes. * Updated submodule and also lost some progress cause I fucked it up xd * First unfinished draft of the BodySystem. Doesn't compile. * More changes to make it compile, but still just a framework. Doesn't do anything at the moment. * Many cleanup changes. * Revert "Merge branch 'master' of https://github.com/GlassEclipse/space-station-14 into body_system" This reverts commit ddd4aebbc76cf2a0b7b102f72b93d55a0816c88c, reversing changes made to 12d0dd752706bdda8879393bd8191a1199a0c978. * Commit human.yml * Updated a lot of things to be more classy, more progress overall, etc. etc. * Latest update with many changes * Minor changes * Fixed Travis build bug * Adds first draft of Body Scanner console, apparently I also forgot to tie Mechanisms into body parts so now a heart just sits in the Torso like a good boy :) * Commit rest of stuff * Latest changes * Latest changes again * 14 naked cowboys * Yay! * Latest changes (probably doesnt compile) * Surgery!!!!!!!!!~1116y * Cleaned some stuff up * More cleanup * Refactoring of code. Basic surgery path now done. * Removed readme, has been added to HackMD * Fixes typo (and thus test errors) * WIP changes, committing so I can pull latest master changes * Still working on that god awful merge * Latest changes * Latest changes!! * Beginning of refactor to BoundUserInterface * Surgery! * Latest changes - fixes pr change requests and random fixes * oops * Fixes bodypart recursion * Beginning of work on revamping the damage system. * More latest changes * Latest changes * Finished merge * Commit before removing old healthcode * Almost done with removing speciescomponent... * It compiles!!! * yahoo more work * Fixes to make it work * Merge conflict fixes * Deleting species visualizer was a mistake * IDE warnings are VERBOTEN * makes the server not kill itself on startup, some cleanup (#1) * Namespaces, comments and exception fixes * Fix conveyor and conveyor switch serialization SS14 in reactive when * Move damage, acts and body to shared Damage cleanup Comment cleanup * Rename SpeciesComponent to RotationComponent and cleanup Damage cleanup Comment cleanup * Fix nullable warnings * Address old reviews Fix off welder suicide damage type, deathmatch and suspicion * Fix new test fail with units being able to accept items when unpowered * Remove RotationComponent, change references to IBodyManagerComponent * Add a bloodstream to humans * More cleanups * Add body conduits, connections, connectors substances and valves * Revert "Add body conduits, connections, connectors substances and valves" This reverts commit 9ab0b50e6b15fe98852d7b0836c0cdbf4bd76d20. * Implement the heart mechanism behavior with the circulatory network * Added network property to mechanism behaviors * Changed human organ sprites and added missing ones * Fix tests * Add individual body part sprite rendering * Fix error where dropped mechanisms are not initialized * Implement client/server body damage * Make DamageContainer take care of raising events * Reimplement medical scanner with the new body system * Improve the medical scanner ui * Merge conflict fixes * Fix crash when colliding with something * Fix microwave suicides and eyes sprite rendering * Fix nullable reference error * Fix up surgery client side * Fix missing using from merge conflict * Add breathing *inhale * Merge conflict fixes * Fix accumulatedframetime being reset to 0 instead of decreased by the threshold https://github.com/space-wizards/space-station-14/pull/1617 * Use and add to the new AtmosHelpers * Fix feet * Add proper coloring to dropped body parts * Fix Urist's lungs being too strong * Merge conflict fixes * Merge conflict fixes * Merge conflict fixes Co-authored-by: GlassEclipse <tsymall5@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
2020-08-17 01:42:42 +02:00
}
}
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;
}
}
}