mirror of
https://github.com/wega-team/ss14-wega.git
synced 2026-02-14 19:30:01 +01:00
* 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>
174 lines
7.0 KiB
C#
174 lines
7.0 KiB
C#
using Content.Server.Atmos.EntitySystems;
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using Content.Server.Body.Systems;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Server.Forensics;
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using Content.Shared.Body.Components;
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using Content.Shared.Chemistry;
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using Content.Shared.Clothing.Components;
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using Content.Shared.Clothing.EntitySystems;
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using Content.Shared.FixedPoint;
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using Content.Shared.Inventory;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Item;
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using Content.Shared.Nutrition.Components;
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using Content.Shared.Smoking;
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using Content.Shared.Temperature;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Containers;
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using Content.Shared.Atmos;
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namespace Content.Server.Nutrition.EntitySystems
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{
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public sealed partial class SmokingSystem : EntitySystem
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{
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[Dependency] private readonly ReactiveSystem _reactiveSystem = default!;
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[Dependency] private readonly SharedSolutionContainerSystem _solutionContainerSystem = default!;
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[Dependency] private readonly BloodstreamSystem _bloodstreamSystem = default!;
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[Dependency] private readonly AtmosphereSystem _atmos = default!;
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[Dependency] private readonly TransformSystem _transformSystem = default!;
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[Dependency] private readonly InventorySystem _inventorySystem = default!;
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[Dependency] private readonly ClothingSystem _clothing = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedItemSystem _items = default!;
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[Dependency] private readonly SharedContainerSystem _container = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly ForensicsSystem _forensics = default!;
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private const float UpdateTimer = 3f;
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private float _timer;
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public override void Initialize()
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{
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SubscribeLocalEvent<SmokableComponent, IsHotEvent>(OnSmokableIsHotEvent);
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SubscribeLocalEvent<SmokableComponent, ComponentShutdown>(OnSmokableShutdownEvent);
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SubscribeLocalEvent<SmokableComponent, GotEquippedEvent>(OnSmokeableEquipEvent);
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Subs.SubscribeWithRelay<SmokableComponent, ExtinguishEvent>(OnExtinguishEvent);
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InitializeCigars();
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InitializePipes();
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InitializeVapes();
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}
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private void OnExtinguishEvent(Entity<SmokableComponent> ent, ref ExtinguishEvent args)
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{
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if (ent.Comp.State == SmokableState.Lit)
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SetSmokableState(ent, SmokableState.Burnt, ent);
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}
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public void SetSmokableState(EntityUid uid, SmokableState state, SmokableComponent? smokable = null,
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AppearanceComponent? appearance = null, ClothingComponent? clothing = null)
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{
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if (!Resolve(uid, ref smokable, ref appearance, ref clothing) || smokable.State == state)
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return;
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smokable.State = state;
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_appearance.SetData(uid, SmokingVisuals.Smoking, state, appearance);
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var newState = state switch
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{
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SmokableState.Lit => smokable.LitPrefix,
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SmokableState.Burnt => smokable.BurntPrefix,
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_ => smokable.UnlitPrefix
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};
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_clothing.SetEquippedPrefix(uid, newState, clothing);
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_items.SetHeldPrefix(uid, newState);
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if (state == SmokableState.Lit)
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{
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EnsureComp<BurningComponent>(uid);
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_audio.PlayPvs(smokable.LightSound, uid);
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var igniteEvent = new IgnitedEvent();
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RaiseLocalEvent(uid, ref igniteEvent);
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}
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else
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{
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RemComp<BurningComponent>(uid);
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_audio.PlayPvs(smokable.SnuffSound, uid);
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var extinguishEvent = new ExtinguishedEvent();
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RaiseLocalEvent(uid, ref extinguishEvent);
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}
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}
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private void OnSmokableIsHotEvent(Entity<SmokableComponent> entity, ref IsHotEvent args)
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{
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args.IsHot = entity.Comp.State == SmokableState.Lit;
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}
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private void OnSmokableShutdownEvent(Entity<SmokableComponent> entity, ref ComponentShutdown args)
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{
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RemComp<BurningComponent>(entity);
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}
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private void OnSmokeableEquipEvent(Entity<SmokableComponent> entity, ref GotEquippedEvent args)
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{
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if (args.Slot == "mask")
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{
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_forensics.TransferDna(entity.Owner, args.Equipee, false);
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}
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}
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public override void Update(float frameTime)
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{
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_timer += frameTime;
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if (_timer < UpdateTimer)
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return;
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var query = EntityQueryEnumerator<BurningComponent, SmokableComponent>();
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while (query.MoveNext(out var uid, out _, out var smokable))
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{
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if (!_solutionContainerSystem.TryGetSolution(uid, smokable.Solution, out var soln, out var solution))
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{
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SetSmokableState(uid, SmokableState.Unlit, smokable);
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continue;
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}
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if (smokable.ExposeTemperature > 0 && smokable.ExposeVolume > 0)
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{
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var transform = Transform(uid);
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if (transform.GridUid is { } gridUid)
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{
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var position = _transformSystem.GetGridOrMapTilePosition(uid, transform);
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_atmos.HotspotExpose(gridUid, position, smokable.ExposeTemperature, smokable.ExposeVolume, uid, true);
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}
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}
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var inhaledSolution = _solutionContainerSystem.SplitSolution(soln.Value, smokable.InhaleAmount * _timer);
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if (solution.Volume == FixedPoint2.Zero)
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{
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RaiseLocalEvent(uid, new SmokableSolutionEmptyEvent(), true);
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}
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if (inhaledSolution.Volume == FixedPoint2.Zero)
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continue;
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// This is awful. I hate this so much.
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// TODO: Please, someone refactor containers and free me from this bullshit.
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if (!_container.TryGetContainingContainer((uid, null, null), out var containerManager) ||
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!(_inventorySystem.TryGetSlotEntity(containerManager.Owner, "mask", out var inMaskSlotUid) && inMaskSlotUid == uid) ||
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!TryComp(containerManager.Owner, out BloodstreamComponent? bloodstream))
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{
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continue;
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}
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_reactiveSystem.DoEntityReaction(containerManager.Owner, inhaledSolution, ReactionMethod.Ingestion);
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_bloodstreamSystem.TryAddToBloodstream((containerManager.Owner, bloodstream), inhaledSolution);
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}
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_timer -= UpdateTimer;
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}
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}
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/// <summary>
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/// Directed event raised when the smokable solution is empty.
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/// </summary>
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public sealed class SmokableSolutionEmptyEvent : EntityEventArgs
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{
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}
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}
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