Files
space-station-14/Content.Server/Nutrition/EntitySystems/SmokingSystem.cs
Nikovnik 0e76d4e5ed Metabolizing bloodstream (#35071)
* 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 de26fd1c0d.

* Revert "removed blood gain from protein"

This reverts commit 7a1648caf3.

* 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 0a5313a68d.

* simplify reagent removal

* enabled foreign blood transfusion

* Revert "COMMIT"

This reverts commit 19abd679cd.

* 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>
2025-12-17 19:21:16 +00:00

174 lines
7.0 KiB
C#

using Content.Server.Atmos.EntitySystems;
using Content.Server.Body.Systems;
using Content.Shared.Chemistry.EntitySystems;
using Content.Server.Forensics;
using Content.Shared.Body.Components;
using Content.Shared.Chemistry;
using Content.Shared.Clothing.Components;
using Content.Shared.Clothing.EntitySystems;
using Content.Shared.FixedPoint;
using Content.Shared.Inventory;
using Content.Shared.Inventory.Events;
using Content.Shared.Item;
using Content.Shared.Nutrition.Components;
using Content.Shared.Smoking;
using Content.Shared.Temperature;
using Robust.Server.GameObjects;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Containers;
using Content.Shared.Atmos;
namespace Content.Server.Nutrition.EntitySystems
{
public sealed partial class SmokingSystem : EntitySystem
{
[Dependency] private readonly ReactiveSystem _reactiveSystem = default!;
[Dependency] private readonly SharedSolutionContainerSystem _solutionContainerSystem = default!;
[Dependency] private readonly BloodstreamSystem _bloodstreamSystem = default!;
[Dependency] private readonly AtmosphereSystem _atmos = default!;
[Dependency] private readonly TransformSystem _transformSystem = default!;
[Dependency] private readonly InventorySystem _inventorySystem = default!;
[Dependency] private readonly ClothingSystem _clothing = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedItemSystem _items = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly ForensicsSystem _forensics = default!;
private const float UpdateTimer = 3f;
private float _timer;
public override void Initialize()
{
SubscribeLocalEvent<SmokableComponent, IsHotEvent>(OnSmokableIsHotEvent);
SubscribeLocalEvent<SmokableComponent, ComponentShutdown>(OnSmokableShutdownEvent);
SubscribeLocalEvent<SmokableComponent, GotEquippedEvent>(OnSmokeableEquipEvent);
Subs.SubscribeWithRelay<SmokableComponent, ExtinguishEvent>(OnExtinguishEvent);
InitializeCigars();
InitializePipes();
InitializeVapes();
}
private void OnExtinguishEvent(Entity<SmokableComponent> ent, ref ExtinguishEvent args)
{
if (ent.Comp.State == SmokableState.Lit)
SetSmokableState(ent, SmokableState.Burnt, ent);
}
public void SetSmokableState(EntityUid uid, SmokableState state, SmokableComponent? smokable = null,
AppearanceComponent? appearance = null, ClothingComponent? clothing = null)
{
if (!Resolve(uid, ref smokable, ref appearance, ref clothing) || smokable.State == state)
return;
smokable.State = state;
_appearance.SetData(uid, SmokingVisuals.Smoking, state, appearance);
var newState = state switch
{
SmokableState.Lit => smokable.LitPrefix,
SmokableState.Burnt => smokable.BurntPrefix,
_ => smokable.UnlitPrefix
};
_clothing.SetEquippedPrefix(uid, newState, clothing);
_items.SetHeldPrefix(uid, newState);
if (state == SmokableState.Lit)
{
EnsureComp<BurningComponent>(uid);
_audio.PlayPvs(smokable.LightSound, uid);
var igniteEvent = new IgnitedEvent();
RaiseLocalEvent(uid, ref igniteEvent);
}
else
{
RemComp<BurningComponent>(uid);
_audio.PlayPvs(smokable.SnuffSound, uid);
var extinguishEvent = new ExtinguishedEvent();
RaiseLocalEvent(uid, ref extinguishEvent);
}
}
private void OnSmokableIsHotEvent(Entity<SmokableComponent> entity, ref IsHotEvent args)
{
args.IsHot = entity.Comp.State == SmokableState.Lit;
}
private void OnSmokableShutdownEvent(Entity<SmokableComponent> entity, ref ComponentShutdown args)
{
RemComp<BurningComponent>(entity);
}
private void OnSmokeableEquipEvent(Entity<SmokableComponent> entity, ref GotEquippedEvent args)
{
if (args.Slot == "mask")
{
_forensics.TransferDna(entity.Owner, args.Equipee, false);
}
}
public override void Update(float frameTime)
{
_timer += frameTime;
if (_timer < UpdateTimer)
return;
var query = EntityQueryEnumerator<BurningComponent, SmokableComponent>();
while (query.MoveNext(out var uid, out _, out var smokable))
{
if (!_solutionContainerSystem.TryGetSolution(uid, smokable.Solution, out var soln, out var solution))
{
SetSmokableState(uid, SmokableState.Unlit, smokable);
continue;
}
if (smokable.ExposeTemperature > 0 && smokable.ExposeVolume > 0)
{
var transform = Transform(uid);
if (transform.GridUid is { } gridUid)
{
var position = _transformSystem.GetGridOrMapTilePosition(uid, transform);
_atmos.HotspotExpose(gridUid, position, smokable.ExposeTemperature, smokable.ExposeVolume, uid, true);
}
}
var inhaledSolution = _solutionContainerSystem.SplitSolution(soln.Value, smokable.InhaleAmount * _timer);
if (solution.Volume == FixedPoint2.Zero)
{
RaiseLocalEvent(uid, new SmokableSolutionEmptyEvent(), true);
}
if (inhaledSolution.Volume == FixedPoint2.Zero)
continue;
// This is awful. I hate this so much.
// TODO: Please, someone refactor containers and free me from this bullshit.
if (!_container.TryGetContainingContainer((uid, null, null), out var containerManager) ||
!(_inventorySystem.TryGetSlotEntity(containerManager.Owner, "mask", out var inMaskSlotUid) && inMaskSlotUid == uid) ||
!TryComp(containerManager.Owner, out BloodstreamComponent? bloodstream))
{
continue;
}
_reactiveSystem.DoEntityReaction(containerManager.Owner, inhaledSolution, ReactionMethod.Ingestion);
_bloodstreamSystem.TryAddToBloodstream((containerManager.Owner, bloodstream), inhaledSolution);
}
_timer -= UpdateTimer;
}
}
/// <summary>
/// Directed event raised when the smokable solution is empty.
/// </summary>
public sealed class SmokableSolutionEmptyEvent : EntityEventArgs
{
}
}