mirror of
https://github.com/space-syndicate/space-station-14.git
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* merged chemical into bloodstream * changed injectable to bloodstream * separated bleeding and direct blood removal * removed blood gain from protein * reduced blood gain from saline * rejuvenating fills to reference volume * fixed blood regulation * red mead requires stirring to make * reverted accidental line deletion * cleared the skeletons from the closet * additional routing * field rename for xeno * removed mention of chemstream and field rename for asteroid mobs * minor optimizations * Revert "reduced blood gain from saline" This reverts commit de26fd1c0d99f3019fe7dd1451a50230cc90f058. * Revert "removed blood gain from protein" This reverts commit 7a1648caf39fe26406db73c2a5afa389b82c612f. * removed unused component fetch * dead check mini refactor * eventized blood exclusion * quick fix * Pain * Commit of doom * COMMIT * renamed bloodMaxFactor to MaxVolumeFactor * addressed floating point error * returned vomiting chemicals * blood reagent always skips the flush * no need to mention blood reagent * fixed passing blood flush * adadsafasfasfassfasf * whoops * merge fixed injectors * Revert "adadsafasfasfassfasf" This reverts commit 0a5313a68dd6484d36d28d08930c76851b72ae38. * simplify reagent removal * enabled foreign blood transfusion * Revert "COMMIT" This reverts commit 19abd679cd7761ebd47bb242bd644176a3006a42. * simplified reagent removal when modifying blood level * removed misleading coment since the changes * documented MetabolismExclusionEvent * fixed negative negative modification of blood level * fixed hypervolemia not normalizing * constrainted blood modification * returned bloodpack stop on fully healed * forgot to stage this * band aid for diona blood * swapping GetReagent with GetPrototype * optimize blood filtering * multiplicative multi reagent blood level calculation * removed unused stuff * optimized blood calculation a tiny bit * added per reagent blood regulation * optimized (referenceVolume + bloodReagents) into referenceSolution * polished coded to proper function * forgot to stage rootable system change * clean up, unnecessary GetBloodLevel call * rename method name to TryAddToBloodstream instead of Chemicals * placed overfill safety * cleanup and final touches * final touch --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
93 lines
3.4 KiB
C#
93 lines
3.4 KiB
C#
using Content.Shared.Body.Systems;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Nutrition.EntitySystems;
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using Content.Shared.Whitelist;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.Body.Components
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{
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[RegisterComponent, NetworkedComponent, Access(typeof(StomachSystem))]
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public sealed partial class StomachComponent : Component
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{
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/// <summary>
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/// The next time that the stomach will try to digest its contents.
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
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public TimeSpan NextUpdate;
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/// <summary>
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/// The interval at which this stomach digests its contents.
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/// </summary>
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[DataField]
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public TimeSpan UpdateInterval = TimeSpan.FromSeconds(1);
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/// <summary>
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/// Multiplier applied to <see cref="UpdateInterval"/> for adjusting based on metabolic rate multiplier.
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/// </summary>
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[DataField]
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public float UpdateIntervalMultiplier = 1f;
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/// <summary>
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/// Adjusted update interval based off of the multiplier value.
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/// </summary>
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[ViewVariables]
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public TimeSpan AdjustedUpdateInterval => UpdateInterval * UpdateIntervalMultiplier;
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/// <summary>
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/// The solution inside of this stomach this transfers reagents to the body.
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/// </summary>
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[ViewVariables]
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public Entity<SolutionComponent>? Solution;
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/// <summary>
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/// What solution should this stomach push reagents into, on the body?
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/// </summary>
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[DataField]
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public string BodySolutionName = BloodstreamComponent.DefaultBloodSolutionName;
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/// <summary>
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/// Time between reagents being ingested and them being
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/// transferred to <see cref="BloodstreamComponent"/>
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/// </summary>
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[DataField]
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public TimeSpan DigestionDelay = TimeSpan.FromSeconds(20);
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/// <summary>
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/// A whitelist for what special-digestible-required foods this stomach is capable of eating.
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/// </summary>
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[DataField]
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public EntityWhitelist? SpecialDigestible = null;
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/// <summary>
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/// Controls whitelist behavior. If true, this stomach can digest <i>only</i> food that passes the whitelist. If false, it can digest normal food <i>and</i> any food that passes the whitelist.
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/// </summary>
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[DataField]
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public bool IsSpecialDigestibleExclusive = true;
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/// <summary>
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/// Used to track how long each reagent has been in the stomach
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/// </summary>
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[ViewVariables]
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public readonly List<ReagentDelta> ReagentDeltas = new();
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/// <summary>
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/// Used to track quantity changes when ingesting & digesting reagents
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/// </summary>
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public sealed class ReagentDelta
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{
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public readonly ReagentQuantity ReagentQuantity;
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public TimeSpan Lifetime { get; private set; }
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public ReagentDelta(ReagentQuantity reagentQuantity)
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{
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ReagentQuantity = reagentQuantity;
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Lifetime = TimeSpan.Zero;
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}
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public void Increment(TimeSpan delta) => Lifetime += delta;
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}
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}
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}
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