mirror of
https://github.com/wega-team/ss14-wega.git
synced 2026-02-15 03:31:44 +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>
259 lines
9.8 KiB
C#
259 lines
9.8 KiB
C#
using Content.Shared.Actions;
|
|
using Content.Shared.Actions.Components;
|
|
using Content.Shared.Administration.Logs;
|
|
using Content.Shared.Alert;
|
|
using Content.Shared.Body.Components;
|
|
using Content.Shared.Body.Systems;
|
|
using Content.Shared.Chemistry;
|
|
using Content.Shared.Chemistry.Components;
|
|
using Content.Shared.Chemistry.EntitySystems;
|
|
using Content.Shared.Cloning.Events;
|
|
using Content.Shared.Coordinates;
|
|
using Content.Shared.Database;
|
|
using Content.Shared.FixedPoint;
|
|
using Content.Shared.Fluids.Components;
|
|
using Content.Shared.Gravity;
|
|
using Content.Shared.Mobs;
|
|
using Content.Shared.Movement.Systems;
|
|
using Content.Shared.Slippery;
|
|
using Content.Shared.Toggleable;
|
|
using Content.Shared.Trigger.Components.Effects;
|
|
using Robust.Shared.Audio.Systems;
|
|
using Robust.Shared.Physics.Components;
|
|
using Robust.Shared.Physics.Events;
|
|
using Robust.Shared.Physics.Systems;
|
|
using Robust.Shared.Timing;
|
|
|
|
namespace Content.Shared.Rootable;
|
|
|
|
/// <summary>
|
|
/// Adds an action to toggle rooting to the ground, primarily for the Diona species.
|
|
/// Being rooted prevents weighlessness and slipping, but causes any floor contents to transfer its reagents to the bloodstream.
|
|
/// </summary>
|
|
public sealed class RootableSystem : EntitySystem
|
|
{
|
|
[Dependency] private readonly AlertsSystem _alerts = default!;
|
|
[Dependency] private readonly IGameTiming _timing = default!;
|
|
[Dependency] private readonly ISharedAdminLogManager _logger = default!;
|
|
[Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifier = default!;
|
|
[Dependency] private readonly ReactiveSystem _reactive = default!;
|
|
[Dependency] private readonly SharedActionsSystem _actions = default!;
|
|
[Dependency] private readonly SharedAudioSystem _audio = default!;
|
|
[Dependency] private readonly SharedBloodstreamSystem _blood = default!;
|
|
[Dependency] private readonly SharedGravitySystem _gravity = default!;
|
|
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
|
|
[Dependency] private readonly SharedSolutionContainerSystem _solutionContainer = default!;
|
|
|
|
private EntityQuery<PuddleComponent> _puddleQuery;
|
|
private EntityQuery<PhysicsComponent> _physicsQuery;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
_puddleQuery = GetEntityQuery<PuddleComponent>();
|
|
_physicsQuery = GetEntityQuery<PhysicsComponent>();
|
|
|
|
SubscribeLocalEvent<RootableComponent, MapInitEvent>(OnRootableMapInit);
|
|
SubscribeLocalEvent<RootableComponent, ComponentShutdown>(OnRootableShutdown);
|
|
SubscribeLocalEvent<RootableComponent, StartCollideEvent>(OnStartCollide);
|
|
SubscribeLocalEvent<RootableComponent, EndCollideEvent>(OnEndCollide);
|
|
SubscribeLocalEvent<RootableComponent, ToggleActionEvent>(OnRootableToggle);
|
|
SubscribeLocalEvent<RootableComponent, MobStateChangedEvent>(OnMobStateChanged);
|
|
SubscribeLocalEvent<RootableComponent, IsWeightlessEvent>(OnIsWeightless);
|
|
SubscribeLocalEvent<RootableComponent, SlipAttemptEvent>(OnSlipAttempt);
|
|
SubscribeLocalEvent<RootableComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMovementSpeed);
|
|
SubscribeLocalEvent<RootableComponent, CloningEvent>(OnCloning);
|
|
}
|
|
|
|
public override void Update(float frameTime)
|
|
{
|
|
base.Update(frameTime);
|
|
|
|
var query = EntityQueryEnumerator<RootableComponent, BloodstreamComponent>();
|
|
var curTime = _timing.CurTime;
|
|
while (query.MoveNext(out var uid, out var rooted, out var bloodstream))
|
|
{
|
|
if (!rooted.Rooted || rooted.PuddleEntity == null || curTime < rooted.NextUpdate || !_puddleQuery.TryComp(rooted.PuddleEntity, out var puddleComp))
|
|
continue;
|
|
|
|
rooted.NextUpdate += rooted.TransferFrequency;
|
|
Dirty(uid, rooted);
|
|
PuddleReact((uid, rooted, bloodstream), (rooted.PuddleEntity.Value, puddleComp!));
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Determines if the puddle is set up properly and if so, moves on to reacting.
|
|
/// </summary>
|
|
private void PuddleReact(Entity<RootableComponent, BloodstreamComponent> ent, Entity<PuddleComponent> puddleEntity)
|
|
{
|
|
if (!_solutionContainer.ResolveSolution(puddleEntity.Owner, puddleEntity.Comp.SolutionName, ref puddleEntity.Comp.Solution, out var solution) ||
|
|
solution.Contents.Count == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
ReactWithEntity(ent, puddleEntity, solution);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Attempt to transfer an amount of the solution to the ent's bloodstream.
|
|
/// </summary>
|
|
private void ReactWithEntity(Entity<RootableComponent, BloodstreamComponent> ent, Entity<PuddleComponent> puddleEntity, Solution solution)
|
|
{
|
|
if (!_solutionContainer.ResolveSolution(ent.Owner, ent.Comp2.BloodSolutionName, ref ent.Comp2.BloodSolution, out var bloodSolution) || bloodSolution.AvailableVolume <= 0)
|
|
return;
|
|
|
|
var availableTransfer = FixedPoint2.Min(solution.Volume, ent.Comp1.TransferRate);
|
|
var transferAmount = FixedPoint2.Min(availableTransfer, bloodSolution.AvailableVolume);
|
|
var transferSolution = _solutionContainer.SplitSolution(puddleEntity.Comp.Solution!.Value, transferAmount);
|
|
|
|
_reactive.DoEntityReaction(ent, transferSolution, ReactionMethod.Ingestion);
|
|
|
|
// Log solution addition by puddle.
|
|
if (_blood.TryAddToBloodstream((ent, ent.Comp2), transferSolution))
|
|
_logger.Add(LogType.ForceFeed, LogImpact.Medium, $"{ToPrettyString(ent):target} absorbed puddle {SharedSolutionContainerSystem.ToPrettyString(transferSolution)}");
|
|
}
|
|
|
|
private void OnCloning(Entity<RootableComponent> ent, ref CloningEvent args)
|
|
{
|
|
if (!args.Settings.EventComponents.Contains(Factory.GetRegistration(ent.Comp.GetType()).Name))
|
|
return;
|
|
|
|
var cloneComp = EnsureComp<RootableComponent>(args.CloneUid);
|
|
cloneComp.TransferRate = ent.Comp.TransferRate;
|
|
cloneComp.TransferFrequency = ent.Comp.TransferFrequency;
|
|
cloneComp.SpeedModifier = ent.Comp.SpeedModifier;
|
|
cloneComp.RootSound = ent.Comp.RootSound;
|
|
Dirty(args.CloneUid, cloneComp);
|
|
}
|
|
|
|
private void OnRootableMapInit(Entity<RootableComponent> ent, ref MapInitEvent args)
|
|
{
|
|
if (!TryComp(ent, out ActionsComponent? comp))
|
|
return;
|
|
|
|
ent.Comp.NextUpdate = _timing.CurTime;
|
|
Dirty(ent);
|
|
_actions.AddAction(ent, ref ent.Comp.ActionEntity, ent.Comp.Action, component: comp);
|
|
}
|
|
|
|
private void OnRootableShutdown(Entity<RootableComponent> ent, ref ComponentShutdown args)
|
|
{
|
|
if (!TryComp(ent, out ActionsComponent? comp))
|
|
return;
|
|
|
|
var actions = new Entity<ActionsComponent?>(ent, comp);
|
|
_actions.RemoveAction(actions, ent.Comp.ActionEntity);
|
|
_alerts.ClearAlert(ent.Owner, ent.Comp.RootedAlert);
|
|
}
|
|
|
|
private void OnRootableToggle(Entity<RootableComponent> ent, ref ToggleActionEvent args)
|
|
{
|
|
args.Handled = TryToggleRooting((ent, ent));
|
|
}
|
|
|
|
private void OnMobStateChanged(Entity<RootableComponent> ent, ref MobStateChangedEvent args)
|
|
{
|
|
if (ent.Comp.Rooted)
|
|
TryToggleRooting((ent, ent));
|
|
}
|
|
|
|
public bool TryToggleRooting(Entity<RootableComponent?> ent)
|
|
{
|
|
if (!Resolve(ent, ref ent.Comp))
|
|
return false;
|
|
|
|
ent.Comp.Rooted = !ent.Comp.Rooted;
|
|
_movementSpeedModifier.RefreshMovementSpeedModifiers(ent);
|
|
_gravity.RefreshWeightless(ent.Owner);
|
|
|
|
if (ent.Comp.Rooted)
|
|
{
|
|
_alerts.ShowAlert(ent.Owner, ent.Comp.RootedAlert);
|
|
var curTime = _timing.CurTime;
|
|
if (curTime > ent.Comp.NextUpdate)
|
|
ent.Comp.NextUpdate = curTime;
|
|
}
|
|
else
|
|
{
|
|
_alerts.ClearAlert(ent.Owner, ent.Comp.RootedAlert);
|
|
}
|
|
|
|
_audio.PlayPredicted(ent.Comp.RootSound, ent.Owner.ToCoordinates(), ent);
|
|
Dirty(ent);
|
|
|
|
return true;
|
|
}
|
|
|
|
private void OnIsWeightless(Entity<RootableComponent> ent, ref IsWeightlessEvent args)
|
|
{
|
|
if (args.Handled || !ent.Comp.Rooted)
|
|
return;
|
|
|
|
// Do not cancel weightlessness if the person is in off-grid.
|
|
if (!_gravity.EntityOnGravitySupportingGridOrMap(ent.Owner))
|
|
return;
|
|
|
|
args.IsWeightless = false;
|
|
args.Handled = true;
|
|
}
|
|
|
|
private void OnSlipAttempt(Entity<RootableComponent> ent, ref SlipAttemptEvent args)
|
|
{
|
|
if (!ent.Comp.Rooted)
|
|
return;
|
|
|
|
if (args.SlipCausingEntity != null && HasComp<DamageOnTriggerComponent>(args.SlipCausingEntity))
|
|
return;
|
|
|
|
args.NoSlip = true;
|
|
}
|
|
|
|
private void OnStartCollide(Entity<RootableComponent> ent, ref StartCollideEvent args)
|
|
{
|
|
if (!_puddleQuery.HasComp(args.OtherEntity))
|
|
return;
|
|
|
|
ent.Comp.PuddleEntity = args.OtherEntity;
|
|
|
|
if (ent.Comp.NextUpdate < _timing.CurTime) // To prevent constantly moving to new puddles resetting the timer.
|
|
ent.Comp.NextUpdate = _timing.CurTime;
|
|
|
|
Dirty(ent);
|
|
}
|
|
|
|
private void OnEndCollide(Entity<RootableComponent> ent, ref EndCollideEvent args)
|
|
{
|
|
if (ent.Comp.PuddleEntity != args.OtherEntity)
|
|
return;
|
|
|
|
var exists = Exists(args.OtherEntity);
|
|
|
|
if (!_physicsQuery.TryComp(ent, out var body))
|
|
return;
|
|
|
|
foreach (var entContact in _physics.GetContactingEntities(ent, body))
|
|
{
|
|
if (exists && entContact == args.OtherEntity)
|
|
continue;
|
|
|
|
if (!_puddleQuery.HasComponent(entContact))
|
|
continue;
|
|
|
|
ent.Comp.PuddleEntity = ent;
|
|
return; // New puddle found, no need to continue.
|
|
}
|
|
|
|
ent.Comp.PuddleEntity = null;
|
|
Dirty(ent);
|
|
}
|
|
|
|
private void OnRefreshMovementSpeed(Entity<RootableComponent> ent, ref RefreshMovementSpeedModifiersEvent args)
|
|
{
|
|
if (ent.Comp.Rooted)
|
|
args.ModifySpeed(ent.Comp.SpeedModifier);
|
|
}
|
|
}
|