CatStation/Content.Server/Atmos/Rotting/RottingSystem.cs
Princess Cheeseballs 2e9c4c0103
IHeatContainers for TemperatureComponent (#42785)
* Hope I'm not forgetting anything...

* They call me the sender the way I'm sending it.

* remove commented out YAML

* last of the slop

* fix test fails

* first batch of test fails

* no more test fails

* make cryo pods work again.

* Make cryo work better-er

* I didn't like that a firesuit helmet was so effective on its own so I decided to be a dick about it.

* review.com

* oop

* actually real quick do this

* fix YAML issues

* IHeatContainer my beloved <3

* borger

* not networked :(

* jackets

* burgeewqjfrwjkhaskfjfsahjkfsahjkfsahjkfsajhkfsa

* utter yaml nonsense

* phishing

---------

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
2026-07-26 07:56:44 +00:00

137 lines
5.1 KiB
C#

using Content.Server.Atmos.EntitySystems;
using Content.Shared.Atmos;
using Content.Shared.Atmos.Rotting;
using Content.Shared.Body.Events;
using Content.Shared.Damage.Systems;
using Content.Shared.Gibbing;
using Content.Shared.Temperature.Components;
using Robust.Server.Containers;
using Robust.Shared.Physics.Components;
using Robust.Shared.Timing;
namespace Content.Server.Atmos.Rotting;
public sealed partial class RottingSystem : SharedRottingSystem
{
[Dependency] private IGameTiming _timing = default!;
[Dependency] private AtmosphereSystem _atmosphere = default!;
[Dependency] private ContainerSystem _container = default!;
[Dependency] private DamageableSystem _damageable = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<RottingComponent, GibbedBeforeDeletionEvent>(OnGibbed);
SubscribeLocalEvent<TemperatureComponent, IsRottingEvent>(OnTempIsRotting);
}
private void OnGibbed(EntityUid uid, RottingComponent component, GibbedBeforeDeletionEvent args)
{
if (!TryComp<PhysicsComponent>(uid, out var physics))
return;
if (!TryComp<PerishableComponent>(uid, out var perishable))
return;
var molsToDump = perishable.MolsPerSecondPerUnitMass * physics.FixturesMass * (float)component.TotalRotTime.TotalSeconds;
var tileMix = _atmosphere.GetTileMixture(uid, excite: true);
tileMix?.AdjustMoles(Gas.Ammonia, molsToDump);
}
private void OnTempIsRotting(EntityUid uid, TemperatureComponent component, ref IsRottingEvent args)
{
if (args.Handled)
return;
args.Handled = component.Temperature < Atmospherics.T0C + 0.85f;
}
/// <summary>
/// Is anything speeding up the decay?
/// e.g. buried in a grave
/// TODO: hot temperatures increase rot?
/// </summary>
/// <returns></returns>
private float GetRotRate(EntityUid uid)
{
if (_container.TryGetContainingContainer((uid, null, null), out var container) &&
TryComp<ProRottingContainerComponent>(container.Owner, out var rotContainer))
{
return rotContainer.DecayModifier;
}
return 1f;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var perishQuery = EntityQueryEnumerator<PerishableComponent>();
while (perishQuery.MoveNext(out var uid, out var perishable))
{
if (_timing.CurTime < perishable.RotNextUpdate)
continue;
perishable.RotNextUpdate += perishable.PerishUpdateRate;
var stage = PerishStage((uid, perishable), MaxStages);
if (stage != perishable.Stage)
{
perishable.Stage = stage;
DirtyField(uid, perishable, nameof(PerishableComponent.Stage));
}
if (IsRotten(uid) || !IsRotProgressing(uid, perishable))
continue;
perishable.RotAccumulator += perishable.PerishUpdateRate * GetRotRate(uid);
DirtyField(uid, perishable, nameof(PerishableComponent.RotAccumulator));
if (perishable.RotAccumulator >= perishable.RotAfter)
{
var rot = AddComp<RottingComponent>(uid);
var ev = new BeginRottingEvent();
RaiseLocalEvent(uid, ref ev);
rot.NextRotUpdate = _timing.CurTime + rot.RotUpdateRate;
}
}
var rotQuery = EntityQueryEnumerator<RottingComponent, PerishableComponent, TransformComponent>();
while (rotQuery.MoveNext(out var uid, out var rotting, out var perishable, out var xform))
{
if (_timing.CurTime < rotting.NextRotUpdate) // This is where it starts to get noticable on larger animals, no need to run every second
continue;
rotting.NextRotUpdate += rotting.RotUpdateRate;
if (!IsRotProgressing(uid, perishable))
continue;
rotting.TotalRotTime += rotting.RotUpdateRate * GetRotRate(uid);
if (rotting.DealDamage)
{
var damage = rotting.Damage * rotting.RotUpdateRate.TotalSeconds;
_damageable.TryChangeDamage(uid, damage, true, false);
}
if (TryComp<RotIntoComponent>(uid, out var rotInto))
{
var stage = RotStage(uid, rotting, perishable);
if (stage >= rotInto.Stage)
{
Spawn(rotInto.Entity, xform.Coordinates);
QueueDel(uid);
continue;
}
}
if (!TryComp<PhysicsComponent>(uid, out var physics))
continue;
// We need a way to get the mass of the mob alone without armor etc in the future
// or just remove the mass mechanics altogether because they aren't good.
var molRate = perishable.MolsPerSecondPerUnitMass * (float)rotting.RotUpdateRate.TotalSeconds;
_atmosphere.AdjustTileMixture(uid, Gas.Ammonia, molRate * physics.FixturesMass, excite: true);
}
}
}