# Conflicts: # .github/CODEOWNERS # .github/PULL_REQUEST_TEMPLATE.md # Content.Client/Changelog/ChangelogTab.xaml.cs # Content.Client/Chemistry/UI/ChemMasterWindow.xaml # Content.Client/Entry/EntryPoint.cs # Content.Client/GameTicking/Managers/ClientGameTicker.cs # Content.Client/Launcher/LauncherConnectingGui.xaml # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Paper/UI/PaperWindow.xaml.cs # Content.Client/StationRecords/GeneralStationRecordConsoleWindow.xaml.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Screens/SeparatedChatGameScreen.xaml # Content.Client/UserInterface/Systems/Ghost/Widgets/GhostGui.xaml.cs # Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.IntegrationTests/Tests/Power/StationPowerTests.cs # Content.Packaging/ServerPackaging.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Administration/Systems/AdminVerbSystem.Tools.cs # Content.Server/Atmos/TileAtmosphere.cs # Content.Server/Bible/BibleSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Content.Server.csproj # Content.Server/Discord/DiscordLink/DiscordLink.cs # Content.Server/GameTicking/GameTicker.LobbyBackground.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Ghost/GhostSystem.cs # Content.Server/Kitchen/Components/MicrowaveComponent.cs # Content.Server/Kitchen/EntitySystems/MicrowaveSystem.cs # Content.Server/Mech/Systems/MechSystem.cs # Content.Server/Medical/CrewMonitoring/CrewMonitoringConsoleSystem.cs # Content.Server/Medical/DefibrillatorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/DockingSystem.Shuttle.cs # Content.Server/Silicons/Borgs/BorgSystem.Transponder.cs # Content.Server/Tips/TipsSystem.cs # Content.Server/Traitor/Uplink/UplinkSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Bed/BedSystem.cs # Content.Shared/Blocking/BlockingSystem.User.cs # Content.Shared/Buckle/SharedBuckleSystem.Buckle.cs # Content.Shared/Chat/SharedSuicideSystem.cs # Content.Shared/Chemistry/Components/HyposprayComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Chemistry/EntitySystems/ScoopableSolutionSystem.cs # Content.Shared/Chemistry/EntitySystems/SolutionTransferSystem.cs # Content.Shared/Chemistry/Events/HyposprayEvents.cs # Content.Shared/Content.Shared.csproj # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/Friction/TileFrictionController.cs # Content.Shared/GameTicking/SharedGameTicker.cs # Content.Shared/Interaction/InteractHand.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs # Content.Shared/Nutrition/EntitySystems/HungerSystem.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Throwing/ThrowingSystem.cs # Content.Shared/Trigger/Systems/TriggerOnHitscanSystem.cs # Content.Shared/Weapons/Hitscan/Systems/HitscanBasicDamageSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Components/BatteryWeaponFireModesComponent.cs # Content.Shared/Weapons/Ranged/Components/HitscanBatteryAmmoProviderComponent.cs # Content.Shared/Weapons/Ranged/Systems/BatteryWeaponFireModesSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Ballistic.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Battery.cs # Content.Shared/Zombies/ZombieComponent.cs # Content.Shared/_Sunrise/Lobby/LobbyBackgroundPrototype.cs # README.md # Resources/Locale/en-US/_strings/borg/borg.ftl # Resources/Locale/en-US/_strings/chemistry/components/hypospray-component.ftl # Resources/Locale/en-US/_strings/chemistry/components/injector-component.ftl # Resources/Locale/en-US/_strings/commands/pauseatmos-command.ftl # Resources/Locale/en-US/_strings/commands/quick-inspect-command.ftl # Resources/Locale/en-US/_strings/commands/show-wallmounts-command.ftl # Resources/Locale/en-US/_strings/commands/substepatmos-command.ftl # Resources/Locale/en-US/_strings/fluids/components/equip-spray-component.ftl # Resources/Locale/en-US/_strings/game-ticking/game-presets/preset-revolutionary.ftl # Resources/Locale/en-US/_strings/job/job-names.ftl # Resources/Locale/en-US/_strings/lobby/lobby-state-background.ftl # Resources/Locale/en-US/_strings/reagents/meta/medicine.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/silicons/borg-module.ftl # Resources/Locale/en-US/_strings/store/changeling-catalog.ftl # Resources/Locale/en-US/_strings/store/currency.ftl # Resources/Locale/en-US/_strings/store/store.ftl # Resources/Locale/en-US/_strings/store/uplink-catalog.ftl # Resources/Prototypes/Body/Organs/slime.yml # Resources/Prototypes/Catalog/Fills/Backpacks/backpack.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Boxes/ammunition.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/antag.yml # Resources/Prototypes/Catalog/Fills/Crates/armory.yml # Resources/Prototypes/Catalog/Fills/Crates/botany.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Crates/medical.yml # Resources/Prototypes/Catalog/Fills/Crates/salvage.yml # Resources/Prototypes/Catalog/Fills/Crates/security.yml # Resources/Prototypes/Catalog/Fills/Crates/service.yml # Resources/Prototypes/Catalog/Fills/Crates/syndicate.yml # Resources/Prototypes/Catalog/Fills/Items/belt.yml # Resources/Prototypes/Catalog/Fills/Items/briefcases.yml # Resources/Prototypes/Catalog/Fills/Items/firstaidkits.yml # Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Entities/Clothing/Back/backpacks.yml # Resources/Prototypes/Entities/Clothing/Shoes/magboots.yml # Resources/Prototypes/Entities/Debugging/debug_sweps.yml # Resources/Prototypes/Entities/Debugging/stress_test.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/anomaly.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/toy.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/xenoborgs.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Objects/Devices/base_handheld.yml # Resources/Prototypes/Entities/Objects/Fun/Instruments/instruments_misc.yml # Resources/Prototypes/Entities/Objects/Fun/dice_bag.yml # Resources/Prototypes/Entities/Objects/Fun/snap_pops.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Chapel/bibles.yml # Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/surgery.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/mmi.yml # Resources/Prototypes/Entities/Objects/Specific/Service/barber.yml # Resources/Prototypes/Entities/Objects/Tools/glowstick.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/antimateriel.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/heavy_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/rifle_light.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/explosives.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/LMGs/lmgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Pistols/pistols.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Rifles/rifles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/SMGs/smgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/knife.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Furniture/dresser.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Shuttles/cannons.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/GameRules/roundstart.yml # Resources/Prototypes/GameRules/unknown_shuttles.yml # Resources/Prototypes/InventoryTemplates/aghost_inventory_template.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/loadout_groups.yml # Resources/Prototypes/Loadouts/role_loadouts.yml # Resources/Prototypes/Maps/Pools/default.yml # Resources/Prototypes/Maps/amber.yml # Resources/Prototypes/Maps/oasis.yml # Resources/Prototypes/Maps/reach.yml # Resources/Prototypes/Objectives/objectiveGroups.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Reagents/narcotics.yml # Resources/Prototypes/Reagents/toxins.yml # Resources/Prototypes/Recipes/Reactions/medicine.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/Roles/Jobs/Wildcards/zookeeper.yml # Resources/Prototypes/Roles/play_time_trackers.yml # Resources/Prototypes/Shuttles/shuttle_incoming_event.yml # Resources/Prototypes/Species/species_weights.yml # Resources/Prototypes/Store/presets.yml # Resources/Prototypes/ai_factions.yml # Resources/Prototypes/borg_types.yml # Resources/Prototypes/explosion.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Prototypes/silicon-laws.yml # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/icon-med.png # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-broken.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-empty.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-open.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_chassis.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness+o.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness.png # Resources/Textures/Objects/Specific/Medical/hypospray.rsi/meta.json # Resources/Textures/Objects/Specific/Medical/medical.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles2.rsi/meta.json # Resources/Textures/Structures/Storage/canister.rsi/meta.json # Resources/Textures/Structures/Storage/tanks.rsi/meta.json # Resources/migration.yml # RobustToolbox # SECURITY.md # SpaceStation14.sln
522 lines
19 KiB
C#
522 lines
19 KiB
C#
using Content.Server.Administration.Logs;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Body.Components;
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using Content.Server.Chat.Systems;
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using Content.Shared.Body.Systems;
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using Content.Shared.Alert;
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using Content.Shared.Atmos;
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using Content.Shared._Sunrise.Mood;
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using Content.Shared.Body.Components;
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using Content.Shared.Body.Events;
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using Content.Shared.Body.Prototypes;
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using Content.Shared.Chat;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Damage.Systems;
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using Content.Shared.Database;
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using Content.Shared.EntityConditions;
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using Content.Shared.EntityConditions.Conditions.Body;
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using Content.Shared.EntityEffects;
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using Content.Shared.EntityEffects.Effects.Body;
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using Content.Shared.EntityEffects.Effects.Damage;
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using Content.Shared.Mobs.Systems;
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using JetBrains.Annotations;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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namespace Content.Server.Body.Systems;
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[UsedImplicitly]
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public sealed class RespiratorSystem : EntitySystem
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{
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IPrototypeManager _protoMan = default!;
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[Dependency] private readonly AlertsSystem _alertsSystem = default!;
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[Dependency] private readonly AtmosphereSystem _atmosSys = default!;
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[Dependency] private readonly BodySystem _bodySystem = default!;
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[Dependency] private readonly ChatSystem _chat = default!;
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[Dependency] private readonly DamageableSystem _damageableSys = default!;
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[Dependency] private readonly LungSystem _lungSystem = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly SharedEntityConditionsSystem _entityConditions = default!;
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[Dependency] private readonly SharedSolutionContainerSystem _solutionContainerSystem = default!;
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private static readonly ProtoId<MetabolismGroupPrototype> GasId = new("Gas");
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public override void Initialize()
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{
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base.Initialize();
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// We want to process lung reagents before we inhale new reagents.
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UpdatesAfter.Add(typeof(MetabolizerSystem));
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SubscribeLocalEvent<RespiratorComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<RespiratorComponent, ApplyMetabolicMultiplierEvent>(OnApplyMetabolicMultiplier);
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// BodyComp stuff
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SubscribeLocalEvent<BodyComponent, InhaledGasEvent>(OnGasInhaled);
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SubscribeLocalEvent<BodyComponent, ExhaledGasEvent>(OnGasExhaled);
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SubscribeLocalEvent<BodyComponent, CanMetabolizeGasEvent>(CanBodyMetabolizeGas);
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SubscribeLocalEvent<BodyComponent, SuffocationEvent>(OnSuffocation);
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SubscribeLocalEvent<BodyComponent, StopSuffocatingEvent>(OnStopSuffocating);
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// Sunrise-Start
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SubscribeLocalEvent<RespiratorImmunityComponent, ComponentInit>(OnPressureImmuneInit);
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SubscribeLocalEvent<RespiratorImmunityComponent, ComponentRemove>(OnPressureImmuneRemove);
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// Sunrise-End
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}
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// Sunrise-Start
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private void OnPressureImmuneInit(EntityUid uid, RespiratorImmunityComponent pressureImmunity, ComponentInit args)
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{
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if (TryComp<RespiratorComponent>(uid, out var respirator))
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{
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respirator.HasImmunity = true;
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}
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}
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private void OnPressureImmuneRemove(EntityUid uid, RespiratorImmunityComponent pressureImmunity, ComponentRemove args)
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{
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if (TryComp<RespiratorComponent>(uid, out var respirator))
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{
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respirator.HasImmunity = false;
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}
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}
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// Sunrise-End
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private void OnMapInit(Entity<RespiratorComponent> ent, ref MapInitEvent args)
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{
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ent.Comp.NextUpdate = _gameTiming.CurTime + ent.Comp.AdjustedUpdateInterval;
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<RespiratorComponent>();
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while (query.MoveNext(out var uid, out var respirator))
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{
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if (_gameTiming.CurTime < respirator.NextUpdate || respirator.HasImmunity) // Sunrise-Edit
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continue;
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respirator.NextUpdate += respirator.AdjustedUpdateInterval;
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if (_mobState.IsDead(uid))
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continue;
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UpdateSaturation(uid, -(float)respirator.UpdateInterval.TotalSeconds, respirator);
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if (!_mobState.IsIncapacitated(uid)) // cannot breathe in crit.
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{
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switch (respirator.Status)
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{
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case RespiratorStatus.Inhaling:
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Inhale((uid, respirator));
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respirator.Status = RespiratorStatus.Exhaling;
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break;
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case RespiratorStatus.Exhaling:
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Exhale((uid, respirator));
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respirator.Status = RespiratorStatus.Inhaling;
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break;
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}
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}
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if (respirator.Saturation < respirator.SuffocationThreshold)
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{
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if (_gameTiming.CurTime >= respirator.LastGaspEmoteTime + respirator.GaspEmoteCooldown)
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{
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respirator.LastGaspEmoteTime = _gameTiming.CurTime;
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_chat.TryEmoteWithChat(uid,
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respirator.GaspEmote,
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ChatTransmitRange.HideChat,
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ignoreActionBlocker: true);
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}
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TakeSuffocationDamage((uid, respirator));
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respirator.SuffocationCycles += 1;
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continue;
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}
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StopSuffocation((uid, respirator));
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respirator.SuffocationCycles = 0;
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}
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}
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public void Inhale(Entity<RespiratorComponent?> entity)
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{
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if (!Resolve(entity, ref entity.Comp, logMissing: false))
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return;
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// Inhale gas
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var ev = new InhaleLocationEvent
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{
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Respirator = entity.Comp,
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};
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RaiseLocalEvent(entity, ref ev);
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ev.Gas ??= _atmosSys.GetContainingMixture(entity.Owner, excite: true);
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if (ev.Gas is null)
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return;
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var gas = ev.Gas.RemoveVolume(entity.Comp.BreathVolume);
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var inhaleEv = new InhaledGasEvent(gas);
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RaiseLocalEvent(entity, ref inhaleEv);
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if (inhaleEv.Handled && inhaleEv.Succeeded)
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return;
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// If nothing could inhale the gas give it back.
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_atmosSys.Merge(ev.Gas, gas);
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}
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public void Exhale(Entity<RespiratorComponent> entity)
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{
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// exhale gas
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var ev = new ExhaleLocationEvent();
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RaiseLocalEvent(entity, ref ev, broadcast: false);
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if (ev.Gas is null)
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{
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ev.Gas = _atmosSys.GetContainingMixture(entity.Owner, excite: true);
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// Walls and grids without atmos comp return null. I guess it makes sense to not be able to exhale in walls,
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// but this also means you cannot exhale on some grids.
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ev.Gas ??= GasMixture.SpaceGas;
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}
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Exhale(entity!, ev.Gas);
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}
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public void Exhale(Entity<RespiratorComponent?> entity, GasMixture gas)
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{
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if (!Resolve(entity, ref entity.Comp, logMissing: false))
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return;
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var ev = new ExhaledGasEvent(gas);
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RaiseLocalEvent(entity, ref ev);
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}
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/// <summary>
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/// Returns true if the entity is above their SuffocationThreshold and alive.
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/// </summary>
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public bool IsBreathing(Entity<RespiratorComponent?> ent)
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{
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if (_mobState.IsIncapacitated(ent))
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return false;
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if (!Resolve(ent, ref ent.Comp))
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return false;
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return (ent.Comp.Saturation > ent.Comp.SuffocationThreshold);
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}
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/// <summary>
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/// Checks if it's safe for a given entity to breathe the air from the environment it is currently situated in.
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/// </summary>
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/// <param name="ent">The entity attempting to metabolize the gas.</param>
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/// <returns>Returns true only if the air is not toxic, and it wouldn't suffocate.</returns>
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public bool CanMetabolizeInhaledAir(Entity<RespiratorComponent?> ent)
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{
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if (!Resolve(ent, ref ent.Comp))
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return false;
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// Get the gas at our location but don't actually remove it from the gas mixture.
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var ev = new InhaleLocationEvent
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{
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Respirator = ent.Comp,
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};
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RaiseLocalEvent(ent, ref ev);
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ev.Gas ??= _atmosSys.GetContainingMixture(ent.Owner, excite: true);
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// If there's no air to breathe or we can't metabolize it then internals should be on.
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return ev.Gas is not null && CanMetabolizeInhaledAir(ent, ev.Gas);
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}
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/// <summary>
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/// Checks if a given entity can safely metabolize a given gas mixture.
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/// </summary>
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/// <param name="ent">The entity attempting to metabolize the gas.</param>
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/// <param name="gas">The gas mixture we are trying to metabolize.</param>
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/// <returns>Returns true only if the gas mixture is not toxic, and it wouldn't suffocate.</returns>
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public bool CanMetabolizeInhaledAir(Entity<RespiratorComponent?> ent, GasMixture gas)
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{
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if (!Resolve(ent, ref ent.Comp))
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return false;
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var ev = new CanMetabolizeGasEvent(gas);
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RaiseLocalEvent(ent, ref ev);
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if (!ev.Handled || ev.Toxic)
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return false;
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return ev.Saturation > ent.Comp.UpdateInterval.TotalSeconds;
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}
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/// <summary>
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/// Tries to safely metabolize the current solutions in a body's lungs.
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/// </summary>
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private void CanBodyMetabolizeGas(Entity<BodyComponent> ent, ref CanMetabolizeGasEvent args)
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{
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if (args.Handled)
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return;
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var organs = _bodySystem.GetBodyOrganEntityComps<LungComponent>((ent, null));
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if (organs.Count == 0)
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return;
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var solution = _lungSystem.GasToReagent(args.Gas);
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var saturation = 0f;
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foreach (var organ in organs)
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{
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saturation += GetSaturation(solution, organ.Owner, out var toxic);
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if (!toxic)
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continue;
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args.Handled = true;
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args.Toxic = true;
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return;
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}
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args.Handled = true;
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args.Saturation = saturation;
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}
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public bool TryInhaleGasToBody(Entity<BodyComponent?> entity, GasMixture gas)
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{
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if (!Resolve(entity, ref entity.Comp))
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return false;
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var organs = _bodySystem.GetBodyOrganEntityComps<LungComponent>((entity, entity.Comp));
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if (organs.Count == 0)
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return false;
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var lungRatio = 1.0f / organs.Count;
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var splitGas = organs.Count == 1 ? gas : gas.RemoveRatio(lungRatio);
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foreach (var (organUid, lung, _) in organs)
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{
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// Merge doesn't remove gas from the giver.
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_atmosSys.Merge(lung.Air, splitGas);
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_lungSystem.GasToReagent(organUid, lung);
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}
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return true;
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}
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public void RemoveGasFromBody(Entity<BodyComponent> ent, GasMixture gas)
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{
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var outGas = new GasMixture(gas.Volume);
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var organs = _bodySystem.GetBodyOrganEntityComps<LungComponent>((ent, ent.Comp));
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if (organs.Count == 0)
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return;
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foreach (var (organUid, lung, _) in organs)
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{
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_atmosSys.Merge(outGas, lung.Air);
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lung.Air.Clear();
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if (_solutionContainerSystem.ResolveSolution(organUid, lung.SolutionName, ref lung.Solution))
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_solutionContainerSystem.RemoveAllSolution(lung.Solution.Value);
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}
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_atmosSys.Merge(gas, outGas);
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}
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/// <summary>
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/// Get the amount of saturation that would be generated if the lung were to metabolize the given solution.
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/// </summary>
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/// <remarks>
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/// This assumes the metabolism rate is unbounded, which generally should be the case for lungs, otherwise we get
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/// back to the old pulmonary edema bug.
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/// </remarks>
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/// <param name="solution">The reagents to metabolize</param>
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/// <param name="lung">The entity doing the metabolizing</param>
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/// <param name="toxic">Whether or not any of the reagents would deal damage to the entity</param>
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private float GetSaturation(Solution solution, Entity<MetabolizerComponent?> lung, out bool toxic)
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{
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toxic = false;
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if (!Resolve(lung, ref lung.Comp))
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return 0;
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if (lung.Comp.MetabolismGroups == null)
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return 0;
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float saturation = 0;
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foreach (var (id, quantity) in solution.Contents)
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{
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var reagent = _protoMan.Index<ReagentPrototype>(id.Prototype);
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if (reagent.Metabolisms == null)
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continue;
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if (!reagent.Metabolisms.TryGetValue(GasId, out var entry))
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continue;
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foreach (var effect in entry.Effects)
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{
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if (effect is HealthChange health)
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toxic |= CanMetabolize(health) && health.Damage.AnyPositive();
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else if (effect is Oxygenate oxy && CanMetabolize(oxy))
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saturation += oxy.Factor * quantity.Float();
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}
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}
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// this is pretty janky, but I just want to bodge a method that checks if an entity can breathe a gas mixture
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// Applying actual reaction effects require a full ReagentEffectArgs struct.
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bool CanMetabolize(EntityEffect effect)
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{
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if (effect.Conditions == null)
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return true;
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// TODO: Use Metabolism Public API to do this instead, once that API has been built.
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foreach (var cond in effect.Conditions)
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{
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if (cond is MetabolizerTypeCondition organ && !_entityConditions.TryCondition(lung, organ))
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return false;
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}
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return true;
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}
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return saturation;
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}
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private void TakeSuffocationDamage(Entity<RespiratorComponent> ent)
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{
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if (ent.Comp.SuffocationCycles == 2)
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_adminLogger.Add(LogType.Asphyxiation, $"{ToPrettyString(ent):entity} started suffocating");
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_damageableSys.ChangeDamage(ent.Owner, ent.Comp.Damage, interruptsDoAfters: false, ignoreResistances: true);
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if (ent.Comp.SuffocationCycles < ent.Comp.SuffocationCycleThreshold)
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return;
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|
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var ev = new SuffocationEvent();
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RaiseLocalEvent(ent, ref ev);
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}
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private void StopSuffocation(Entity<RespiratorComponent> ent)
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{
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if (ent.Comp.SuffocationCycles >= 2)
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_adminLogger.Add(LogType.Asphyxiation, $"{ToPrettyString(ent):entity} stopped suffocating");
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_damageableSys.ChangeDamage(ent.Owner, ent.Comp.DamageRecovery);
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var ev = new StopSuffocatingEvent();
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RaiseLocalEvent(ent, ref ev);
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}
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private void OnSuffocation(Entity<BodyComponent> ent, ref SuffocationEvent args)
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{
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// TODO: This is not going work with multiple different lungs, if that ever becomes a possibility
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var organs = _bodySystem.GetBodyOrganEntityComps<LungComponent>((ent, null));
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foreach (var entity in organs)
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{
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_alertsSystem.ShowAlert(ent.Owner, entity.Comp1.Alert);
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}
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}
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private void OnStopSuffocating(Entity<BodyComponent> ent, ref StopSuffocatingEvent args)
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{
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// TODO: This is not going work with multiple different lungs, if that ever becomes a possibility
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var organs = _bodySystem.GetBodyOrganEntityComps<LungComponent>((ent, null));
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foreach (var entity in organs)
|
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{
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_alertsSystem.ClearAlert(ent.Owner, entity.Comp1.Alert);
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}
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}
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|
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public void UpdateSaturation(EntityUid uid, float amount, RespiratorComponent? respirator = null)
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{
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if (!Resolve(uid, ref respirator, false))
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return;
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|
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respirator.Saturation += amount;
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respirator.Saturation =
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Math.Clamp(respirator.Saturation, respirator.MinSaturation, respirator.MaxSaturation);
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}
|
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|
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private void OnApplyMetabolicMultiplier(Entity<RespiratorComponent> ent, ref ApplyMetabolicMultiplierEvent args)
|
|
{
|
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ent.Comp.UpdateIntervalMultiplier = args.Multiplier;
|
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}
|
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|
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private void OnGasInhaled(Entity<BodyComponent> entity, ref InhaledGasEvent args)
|
|
{
|
|
if (args.Handled)
|
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return;
|
|
|
|
args.Handled = true;
|
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|
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args.Succeeded = TryInhaleGasToBody((entity, entity.Comp), args.Gas);
|
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}
|
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|
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private void OnGasExhaled(Entity<BodyComponent> entity, ref ExhaledGasEvent args)
|
|
{
|
|
if (args.Handled)
|
|
return;
|
|
|
|
args.Handled = true;
|
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|
|
RemoveGasFromBody(entity, args.Gas);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Event raised when an entity first tries to inhale that returns a GasMixture from a given location.
|
|
/// </summary>
|
|
/// <param name="Gas">The gas that gets returned, null if there is none.</param>
|
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/// <param name="Respirator">The Respirator component of the entity attempting to inhale</param>
|
|
[ByRefEvent]
|
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public record struct InhaleLocationEvent(GasMixture? Gas, RespiratorComponent Respirator);
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|
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/// <summary>
|
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/// Event raised when an entity first tries to exhale a gas, determines where the gas they're exhaling will be sent.
|
|
/// </summary>
|
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/// <param name="Gas">The gas mixture that the exhaled gas will be merged into.</param>
|
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[ByRefEvent]
|
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public record struct ExhaleLocationEvent(GasMixture? Gas);
|
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|
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/// <summary>
|
|
/// Event raised when an entity successfully inhales a gas, attempts to find a place to put the gas.
|
|
/// </summary>
|
|
/// <param name="Gas">The gas we're inhaling.</param>
|
|
/// <param name="Handled">Whether a system has responded appropriately.</param>
|
|
/// <param name="Succeeded">Whether we successfully managed to inhale the gas</param>
|
|
[ByRefEvent]
|
|
public record struct InhaledGasEvent(GasMixture Gas, bool Handled = false, bool Succeeded = false);
|
|
|
|
/// <summary>
|
|
/// Event raised when an entity is exhaling
|
|
/// </summary>
|
|
/// <param name="Gas">The gas mixture we're exhaling into.</param>
|
|
/// <param name="Handled">Whether we have successfully exhaled or not.</param>
|
|
[ByRefEvent]
|
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public record struct ExhaledGasEvent(GasMixture Gas, bool Handled = false);
|
|
|
|
/// <summary>
|
|
/// Raised when an entity starts suffocating and when suffocation progresses.
|
|
/// </summary>
|
|
[ByRefEvent]
|
|
public record struct SuffocationEvent;
|
|
|
|
/// <summary>
|
|
/// Raised when an entity that was suffocating stops suffocating.
|
|
/// </summary>
|
|
[ByRefEvent]
|
|
public record struct StopSuffocatingEvent;
|
|
|
|
/// <summary>
|
|
/// An event raised to inhalation handlers that asks them nicely to simulate what it would be like to metabolize
|
|
/// a given volume of gas, without actually metabolizing it.
|
|
/// </summary>
|
|
/// <param name="Gas">The gas mixture we are testing.</param>
|
|
/// <param name="Toxic">Whether the gas returns as toxic to any respirator.</param>
|
|
/// <param name="Saturation">The amount of saturation we got from the gas.</param>
|
|
[ByRefEvent]
|
|
public record struct CanMetabolizeGasEvent(GasMixture Gas, bool Toxic = false, float Saturation = 0f, bool Handled = false);
|