fish-station/Content.Server/Body/Systems/RespiratorSystem.cs
VigersRay 6c158e6f0b Merge remote-tracking branch 'space-wizards/master'
# Conflicts:
#	.github/CODEOWNERS
#	.github/ISSUE_TEMPLATE/config.yml
#	.github/ISSUE_TEMPLATE/issue_report.md
#	Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs
#	Content.Client/Medical/CrewMonitoring/CrewMonitoringWindow.xaml
#	Content.Client/UserInterface/Systems/Ghost/Controls/Roles/MakeGhostRoleWindow.xaml
#	Content.Client/UserInterface/Systems/Ghost/Controls/Roles/MakeGhostRoleWindow.xaml.cs
#	Content.Client/Weapons/Ranged/Systems/GunSystem.cs
#	Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs
#	Content.IntegrationTests/Tests/Destructible/DestructibleDamageTypeTest.cs
#	Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs
#	Content.Server/Arcade/SpaceVillainGame/SpaceVillainArcadeComponent.cs
#	Content.Server/Atmos/EntitySystems/FlammableSystem.cs
#	Content.Server/Chat/Systems/ChatSystem.cs
#	Content.Server/Destructible/Thresholds/DamageThreshold.cs
#	Content.Server/Entry/EntryPoint.cs
#	Content.Server/Fluids/EntitySystems/PuddleSystem.cs
#	Content.Server/GuideGenerator/ReagentEntry.cs
#	Content.Server/IoC/ServerContentIoC.cs
#	Content.Server/Medical/HealthAnalyzerSystem.cs
#	Content.Server/Medical/VomitSystem.cs
#	Content.Server/Radio/EntitySystems/HeadsetSystem.cs
#	Content.Server/Revenant/EntitySystems/RevenantSystem.cs
#	Content.Server/Weapons/Ranged/Systems/GunSystem.cs
#	Content.Shared/Armor/SharedArmorSystem.cs
#	Content.Shared/Bed/Sleep/SleepingSystem.cs
#	Content.Shared/Cabinet/ItemCabinetSystem.cs
#	Content.Shared/Chat/SharedChatSystem.Emote.cs
#	Content.Shared/Chat/SharedChatSystem.cs
#	Content.Shared/Clothing/EntitySystems/MaskSystem.cs
#	Content.Shared/Clothing/EntitySystems/SharedChameleonClothingSystem.cs
#	Content.Shared/Damage/Systems/DamageableSystem.cs
#	Content.Shared/EntityEffects/Effects/StatusEffects/GenericStatusEffect.cs
#	Content.Shared/EntityEffects/Effects/Transform/ExplosionEntityEffect.cs
#	Content.Shared/Humanoid/HumanoidCharacterAppearance.cs
#	Content.Shared/IoC/SharedContentIoC.cs
#	Content.Shared/Lock/LockSystem.cs
#	Content.Shared/Ninja/Components/NinjaSuitComponent.cs
#	Content.Shared/Preferences/HumanoidCharacterProfile.cs
#	Content.Shared/Revenant/Components/RevenantComponent.cs
#	Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs
#	Content.Shared/Trigger/Systems/TriggerSystem.Condition.cs
#	Content.Shared/VendingMachines/SharedVendingMachineSystem.cs
#	Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs
#	Content.Shared/Weapons/Ranged/HitscanPrototype.cs
#	Content.Shared/Xenoarchaeology/Artifact/XAT/BaseQueryUpdateXATSystem.cs
#	README.md
#	Resources/Audio/Weapons/attributions.yml
#	Resources/Locale/en-US/_strings/ghost/make-ghost-gui.ftl
#	Resources/Locale/en-US/_strings/guidebook/chemistry/conditions.ftl
#	Resources/Locale/en-US/_strings/guidebook/chemistry/effects.ftl
#	Resources/Locale/en-US/_strings/guidebook/chemistry/healthchange.ftl
#	Resources/Locale/en-US/_strings/guidebook/chemistry/statuseffects.ftl
#	Resources/Locale/en-US/_strings/job/job-description.ftl
#	Resources/Locale/en-US/_strings/medical/components/crew-monitoring-component.ftl
#	Resources/Locale/en-US/_strings/npc/hugbot.ftl
#	Resources/Locale/en-US/_strings/npc/npc-debug.ftl
#	Resources/Locale/en-US/_strings/speech/speech-triggers.ftl
#	Resources/Locale/en-US/_strings/ui/stat-values.ftl
#	Resources/Locale/en-US/guidebook/chemistry/conditions.ftl
#	Resources/Locale/en-US/guidebook/chemistry/effects.ftl
#	Resources/Locale/en-US/guidebook/chemistry/healthchange.ftl
#	Resources/Locale/en-US/guidebook/entity-effects/conditions.ftl
#	Resources/Locale/en-US/guidebook/entity-effects/effects.ftl
#	Resources/Locale/en-US/guidebook/entity-effects/healthchange.ftl
#	Resources/Maps/Shuttles/cargo_relic.yml
#	Resources/Maps/_Sunrise/Station/bagel.yml
#	Resources/Maps/_Sunrise/Station/barratry.yml
#	Resources/Maps/_Sunrise/Station/fland.yml
#	Resources/Maps/_Sunrise/Station/marathon.yml
#	Resources/Maps/_Sunrise/Station/oasis.yml
#	Resources/Maps/_Sunrise/Station/packed.yml
#	Resources/Maps/_Sunrise/Station/plasma.yml
#	Resources/Maps/_Sunrise/Station/relic.yml
#	Resources/Maps/_Sunrise/event/clon_mine.yml
#	Resources/Maps/_Sunrise/event/void.yml
#	Resources/Prototypes/Body/Prototypes/vox.yml
#	Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml
#	Resources/Prototypes/Catalog/Fills/Crates/fun.yml
#	Resources/Prototypes/Catalog/Fills/Lockers/heads.yml
#	Resources/Prototypes/Catalog/Fills/Lockers/security.yml
#	Resources/Prototypes/Entities/Clothing/Belt/belts.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml
#	Resources/Prototypes/Entities/Mobs/NPCs/silicon.yml
#	Resources/Prototypes/Entities/Mobs/Species/skeleton.yml
#	Resources/Prototypes/Entities/Objects/Devices/Electronics/base_electronics.yml
#	Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml
#	Resources/Prototypes/Entities/Structures/Doors/Airlocks/access.yml
#	Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml
#	Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml
#	Resources/Prototypes/Entities/Structures/Machines/lathe.yml
#	Resources/Prototypes/Entities/Structures/Specific/Atmospherics/sensor.yml
#	Resources/Prototypes/Loadouts/Jobs/Engineering/station_engineer.yml
#	Resources/Prototypes/Loadouts/Jobs/Science/scientist.yml
#	Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml
#	Resources/Prototypes/Loadouts/Miscellaneous/glasses.yml
#	Resources/Prototypes/Loadouts/loadout_groups.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/Lathes/Packs/biogen.yml
#	Resources/Prototypes/Recipes/Lathes/Packs/security.yml
#	Resources/Prototypes/Recipes/Lathes/biogen.yml
#	Resources/Prototypes/Roles/Antags/nukeops.yml
#	Resources/Prototypes/Roles/Antags/revolutionary.yml
#	Resources/Prototypes/Roles/Antags/thief.yml
#	Resources/Prototypes/Roles/Antags/traitor.yml
#	Resources/Prototypes/Roles/Antags/wizard.yml
#	Resources/Prototypes/Roles/Antags/zombie.yml
#	Resources/Prototypes/Roles/Jobs/Cargo/salvage_specialist.yml
#	Resources/Prototypes/Roles/Jobs/Civilian/bartender.yml
#	Resources/Prototypes/Roles/Jobs/Civilian/chef.yml
#	Resources/Prototypes/Roles/Jobs/Civilian/mime.yml
#	Resources/Prototypes/Roles/Jobs/Engineering/atmospheric_technician.yml
#	Resources/Prototypes/Roles/Jobs/Engineering/station_engineer.yml
#	Resources/Prototypes/Roles/Jobs/Engineering/technical_assistant.yml
#	Resources/Prototypes/Roles/Jobs/Medical/chemist.yml
#	Resources/Prototypes/Roles/Jobs/Medical/medical_doctor.yml
#	Resources/Prototypes/Roles/Jobs/Medical/medical_intern.yml
#	Resources/Prototypes/Roles/Jobs/Medical/paramedic.yml
#	Resources/Prototypes/Roles/Jobs/Science/borg.yml
#	Resources/Prototypes/Roles/Jobs/Science/research_assistant.yml
#	Resources/Prototypes/Roles/Jobs/Science/scientist.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/Stacks/Materials/crystals.yml
#	Resources/Prototypes/Stacks/floor_tile_stacks.yml
#	Resources/Prototypes/tags.yml
#	Resources/ServerInfo/Guidebook/Science/ArtifactReports.xml
#	Resources/ServerInfo/Guidebook/Science/Xenoarchaeology.xml
#	Resources/Textures/Clothing/Hands/Gloves/Color/black.rsi/equipped-HAND.png
#	Resources/Textures/Clothing/Hands/Gloves/Color/black.rsi/meta.json
#	Resources/Textures/Clothing/Head/Hardsuits/mime.rsi/meta.json
#	Resources/Textures/Effects/speech.rsi/moth3.png
#	Resources/Textures/Interface/Misc/job_icons.rsi/meta.json
#	Resources/Textures/Structures/Machines/microwave.rsi/meta.json
#	Resources/Textures/Structures/Machines/microwave.rsi/mw.png
#	Resources/Textures/Structures/Machines/microwave.rsi/mw0.png
#	Resources/Textures/Structures/Machines/microwave.rsi/mw_running_unlit.png
#	Resources/Textures/Structures/Machines/microwave.rsi/mw_unlit.png
#	Resources/Textures/Structures/Machines/microwave.rsi/mwb.png
#	Resources/Textures/Structures/Machines/microwave.rsi/mwbloody.png
#	Resources/Textures/Structures/Machines/microwave.rsi/mwbloody0.png
#	Resources/Textures/Structures/Machines/microwave.rsi/mwbloody1.png
#	Resources/Textures/Structures/Machines/microwave.rsi/mwbloodyo.png
#	Resources/Textures/Structures/Machines/microwave.rsi/mwo.png
#	Resources/Textures/Structures/Machines/microwave_syndie.rsi/meta.json
#	Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw.png
#	Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw0.png
#	Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw_running_unlit.png
#	Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw_unlit.png
#	Resources/Textures/Structures/Machines/microwave_syndie.rsi/mwb.png
#	Resources/Textures/Structures/Machines/microwave_syndie.rsi/mwo.png
#	Resources/migration.yml
#	RobustToolbox
2025-10-19 17:38:04 +02:00

522 lines
19 KiB
C#

using Content.Server.Administration.Logs;
using Content.Server.Atmos.EntitySystems;
using Content.Server.Body.Components;
using Content.Server.Chat.Systems;
using Content.Shared.Body.Systems;
using Content.Shared.Alert;
using Content.Shared.Atmos;
using Content.Shared._Sunrise.Mood;
using Content.Shared.Body.Components;
using Content.Shared.Body.Events;
using Content.Shared.Body.Prototypes;
using Content.Shared.Chat;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.EntitySystems;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.Damage;
using Content.Shared.Database;
using Content.Shared.EntityConditions;
using Content.Shared.EntityConditions.Conditions.Body;
using Content.Shared.EntityEffects;
using Content.Shared.EntityEffects.Effects;
using Content.Shared.EntityEffects.Effects.Body;
using Content.Shared.Mobs.Systems;
using JetBrains.Annotations;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
namespace Content.Server.Body.Systems;
[UsedImplicitly]
public sealed class RespiratorSystem : EntitySystem
{
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IPrototypeManager _protoMan = default!;
[Dependency] private readonly AlertsSystem _alertsSystem = default!;
[Dependency] private readonly AtmosphereSystem _atmosSys = default!;
[Dependency] private readonly BodySystem _bodySystem = default!;
[Dependency] private readonly ChatSystem _chat = default!;
[Dependency] private readonly DamageableSystem _damageableSys = default!;
[Dependency] private readonly LungSystem _lungSystem = default!;
[Dependency] private readonly MobStateSystem _mobState = default!;
[Dependency] private readonly SharedEntityConditionsSystem _entityConditions = default!;
[Dependency] private readonly SharedSolutionContainerSystem _solutionContainerSystem = default!;
private static readonly ProtoId<MetabolismGroupPrototype> GasId = new("Gas");
public override void Initialize()
{
base.Initialize();
// We want to process lung reagents before we inhale new reagents.
UpdatesAfter.Add(typeof(MetabolizerSystem));
SubscribeLocalEvent<RespiratorComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<RespiratorComponent, ApplyMetabolicMultiplierEvent>(OnApplyMetabolicMultiplier);
// BodyComp stuff
SubscribeLocalEvent<BodyComponent, InhaledGasEvent>(OnGasInhaled);
SubscribeLocalEvent<BodyComponent, ExhaledGasEvent>(OnGasExhaled);
SubscribeLocalEvent<BodyComponent, CanMetabolizeGasEvent>(CanBodyMetabolizeGas);
SubscribeLocalEvent<BodyComponent, SuffocationEvent>(OnSuffocation);
SubscribeLocalEvent<BodyComponent, StopSuffocatingEvent>(OnStopSuffocating);
// Sunrise-Start
SubscribeLocalEvent<RespiratorImmunityComponent, ComponentInit>(OnPressureImmuneInit);
SubscribeLocalEvent<RespiratorImmunityComponent, ComponentRemove>(OnPressureImmuneRemove);
// Sunrise-End
}
// Sunrise-Start
private void OnPressureImmuneInit(EntityUid uid, RespiratorImmunityComponent pressureImmunity, ComponentInit args)
{
if (TryComp<RespiratorComponent>(uid, out var respirator))
{
respirator.HasImmunity = true;
}
}
private void OnPressureImmuneRemove(EntityUid uid, RespiratorImmunityComponent pressureImmunity, ComponentRemove args)
{
if (TryComp<RespiratorComponent>(uid, out var respirator))
{
respirator.HasImmunity = false;
}
}
// Sunrise-End
private void OnMapInit(Entity<RespiratorComponent> ent, ref MapInitEvent args)
{
ent.Comp.NextUpdate = _gameTiming.CurTime + ent.Comp.AdjustedUpdateInterval;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<RespiratorComponent>();
while (query.MoveNext(out var uid, out var respirator))
{
if (_gameTiming.CurTime < respirator.NextUpdate || respirator.HasImmunity) // Sunrise-Edit
continue;
respirator.NextUpdate += respirator.AdjustedUpdateInterval;
if (_mobState.IsDead(uid))
continue;
UpdateSaturation(uid, -(float)respirator.UpdateInterval.TotalSeconds, respirator);
if (!_mobState.IsIncapacitated(uid)) // cannot breathe in crit.
{
switch (respirator.Status)
{
case RespiratorStatus.Inhaling:
Inhale((uid, respirator));
respirator.Status = RespiratorStatus.Exhaling;
break;
case RespiratorStatus.Exhaling:
Exhale((uid, respirator));
respirator.Status = RespiratorStatus.Inhaling;
break;
}
}
if (respirator.Saturation < respirator.SuffocationThreshold)
{
if (_gameTiming.CurTime >= respirator.LastGaspEmoteTime + respirator.GaspEmoteCooldown)
{
respirator.LastGaspEmoteTime = _gameTiming.CurTime;
_chat.TryEmoteWithChat(uid,
respirator.GaspEmote,
ChatTransmitRange.HideChat,
ignoreActionBlocker: true);
}
TakeSuffocationDamage((uid, respirator));
respirator.SuffocationCycles += 1;
continue;
}
StopSuffocation((uid, respirator));
respirator.SuffocationCycles = 0;
}
}
public void Inhale(Entity<RespiratorComponent?> entity)
{
if (!Resolve(entity, ref entity.Comp, logMissing: false))
return;
// Inhale gas
var ev = new InhaleLocationEvent
{
Respirator = entity.Comp,
};
RaiseLocalEvent(entity, ref ev);
ev.Gas ??= _atmosSys.GetContainingMixture(entity.Owner, excite: true);
if (ev.Gas is null)
return;
var gas = ev.Gas.RemoveVolume(entity.Comp.BreathVolume);
var inhaleEv = new InhaledGasEvent(gas);
RaiseLocalEvent(entity, ref inhaleEv);
if (inhaleEv.Handled && inhaleEv.Succeeded)
return;
// If nothing could inhale the gas give it back.
_atmosSys.Merge(ev.Gas, gas);
}
public void Exhale(Entity<RespiratorComponent> entity)
{
// exhale gas
var ev = new ExhaleLocationEvent();
RaiseLocalEvent(entity, ref ev, broadcast: false);
if (ev.Gas is null)
{
ev.Gas = _atmosSys.GetContainingMixture(entity.Owner, excite: true);
// Walls and grids without atmos comp return null. I guess it makes sense to not be able to exhale in walls,
// but this also means you cannot exhale on some grids.
ev.Gas ??= GasMixture.SpaceGas;
}
Exhale(entity!, ev.Gas);
}
public void Exhale(Entity<RespiratorComponent?> entity, GasMixture gas)
{
if (!Resolve(entity, ref entity.Comp, logMissing: false))
return;
var ev = new ExhaledGasEvent(gas);
RaiseLocalEvent(entity, ref ev);
}
/// <summary>
/// Returns true if the entity is above their SuffocationThreshold and alive.
/// </summary>
public bool IsBreathing(Entity<RespiratorComponent?> ent)
{
if (_mobState.IsIncapacitated(ent))
return false;
if (!Resolve(ent, ref ent.Comp))
return false;
return (ent.Comp.Saturation > ent.Comp.SuffocationThreshold);
}
/// <summary>
/// Checks if it's safe for a given entity to breathe the air from the environment it is currently situated in.
/// </summary>
/// <param name="ent">The entity attempting to metabolize the gas.</param>
/// <returns>Returns true only if the air is not toxic, and it wouldn't suffocate.</returns>
public bool CanMetabolizeInhaledAir(Entity<RespiratorComponent?> ent)
{
if (!Resolve(ent, ref ent.Comp))
return false;
// Get the gas at our location but don't actually remove it from the gas mixture.
var ev = new InhaleLocationEvent
{
Respirator = ent.Comp,
};
RaiseLocalEvent(ent, ref ev);
ev.Gas ??= _atmosSys.GetContainingMixture(ent.Owner, excite: true);
// If there's no air to breathe or we can't metabolize it then internals should be on.
return ev.Gas is not null && CanMetabolizeInhaledAir(ent, ev.Gas);
}
/// <summary>
/// Checks if a given entity can safely metabolize a given gas mixture.
/// </summary>
/// <param name="ent">The entity attempting to metabolize the gas.</param>
/// <param name="gas">The gas mixture we are trying to metabolize.</param>
/// <returns>Returns true only if the gas mixture is not toxic, and it wouldn't suffocate.</returns>
public bool CanMetabolizeInhaledAir(Entity<RespiratorComponent?> ent, GasMixture gas)
{
if (!Resolve(ent, ref ent.Comp))
return false;
var ev = new CanMetabolizeGasEvent(gas);
RaiseLocalEvent(ent, ref ev);
if (!ev.Handled || ev.Toxic)
return false;
return ev.Saturation > ent.Comp.UpdateInterval.TotalSeconds;
}
/// <summary>
/// Tries to safely metabolize the current solutions in a body's lungs.
/// </summary>
private void CanBodyMetabolizeGas(Entity<BodyComponent> ent, ref CanMetabolizeGasEvent args)
{
if (args.Handled)
return;
var organs = _bodySystem.GetBodyOrganEntityComps<LungComponent>((ent, null));
if (organs.Count == 0)
return;
var solution = _lungSystem.GasToReagent(args.Gas);
var saturation = 0f;
foreach (var organ in organs)
{
saturation += GetSaturation(solution, organ.Owner, out var toxic);
if (!toxic)
continue;
args.Handled = true;
args.Toxic = true;
return;
}
args.Handled = true;
args.Saturation = saturation;
}
public bool TryInhaleGasToBody(Entity<BodyComponent?> entity, GasMixture gas)
{
if (!Resolve(entity, ref entity.Comp))
return false;
var organs = _bodySystem.GetBodyOrganEntityComps<LungComponent>((entity, entity.Comp));
if (organs.Count == 0)
return false;
var lungRatio = 1.0f / organs.Count;
var splitGas = organs.Count == 1 ? gas : gas.RemoveRatio(lungRatio);
foreach (var (organUid, lung, _) in organs)
{
// Merge doesn't remove gas from the giver.
_atmosSys.Merge(lung.Air, splitGas);
_lungSystem.GasToReagent(organUid, lung);
}
return true;
}
public void RemoveGasFromBody(Entity<BodyComponent> ent, GasMixture gas)
{
var outGas = new GasMixture(gas.Volume);
var organs = _bodySystem.GetBodyOrganEntityComps<LungComponent>((ent, ent.Comp));
if (organs.Count == 0)
return;
foreach (var (organUid, lung, _) in organs)
{
_atmosSys.Merge(outGas, lung.Air);
lung.Air.Clear();
if (_solutionContainerSystem.ResolveSolution(organUid, lung.SolutionName, ref lung.Solution))
_solutionContainerSystem.RemoveAllSolution(lung.Solution.Value);
}
_atmosSys.Merge(gas, outGas);
}
/// <summary>
/// Get the amount of saturation that would be generated if the lung were to metabolize the given solution.
/// </summary>
/// <remarks>
/// This assumes the metabolism rate is unbounded, which generally should be the case for lungs, otherwise we get
/// back to the old pulmonary edema bug.
/// </remarks>
/// <param name="solution">The reagents to metabolize</param>
/// <param name="lung">The entity doing the metabolizing</param>
/// <param name="toxic">Whether or not any of the reagents would deal damage to the entity</param>
private float GetSaturation(Solution solution, Entity<MetabolizerComponent?> lung, out bool toxic)
{
toxic = false;
if (!Resolve(lung, ref lung.Comp))
return 0;
if (lung.Comp.MetabolismGroups == null)
return 0;
float saturation = 0;
foreach (var (id, quantity) in solution.Contents)
{
var reagent = _protoMan.Index<ReagentPrototype>(id.Prototype);
if (reagent.Metabolisms == null)
continue;
if (!reagent.Metabolisms.TryGetValue(GasId, out var entry))
continue;
foreach (var effect in entry.Effects)
{
if (effect is HealthChange health)
toxic |= CanMetabolize(health) && health.Damage.AnyPositive();
else if (effect is Oxygenate oxy && CanMetabolize(oxy))
saturation += oxy.Factor * quantity.Float();
}
}
// this is pretty janky, but I just want to bodge a method that checks if an entity can breathe a gas mixture
// Applying actual reaction effects require a full ReagentEffectArgs struct.
bool CanMetabolize(EntityEffect effect)
{
if (effect.Conditions == null)
return true;
// TODO: Use Metabolism Public API to do this instead, once that API has been built.
foreach (var cond in effect.Conditions)
{
if (cond is MetabolizerTypeCondition organ && !_entityConditions.TryCondition(lung, organ))
return false;
}
return true;
}
return saturation;
}
private void TakeSuffocationDamage(Entity<RespiratorComponent> ent)
{
if (ent.Comp.SuffocationCycles == 2)
_adminLogger.Add(LogType.Asphyxiation, $"{ToPrettyString(ent):entity} started suffocating");
_damageableSys.TryChangeDamage(ent, ent.Comp.Damage, interruptsDoAfters: false);
if (ent.Comp.SuffocationCycles < ent.Comp.SuffocationCycleThreshold)
return;
var ev = new SuffocationEvent();
RaiseLocalEvent(ent, ref ev);
}
private void StopSuffocation(Entity<RespiratorComponent> ent)
{
if (ent.Comp.SuffocationCycles >= 2)
_adminLogger.Add(LogType.Asphyxiation, $"{ToPrettyString(ent):entity} stopped suffocating");
_damageableSys.TryChangeDamage(ent, ent.Comp.DamageRecovery);
var ev = new StopSuffocatingEvent();
RaiseLocalEvent(ent, ref ev);
}
private void OnSuffocation(Entity<BodyComponent> ent, ref SuffocationEvent args)
{
// TODO: This is not going work with multiple different lungs, if that ever becomes a possibility
var organs = _bodySystem.GetBodyOrganEntityComps<LungComponent>((ent, null));
foreach (var entity in organs)
{
_alertsSystem.ShowAlert(ent.Owner, entity.Comp1.Alert);
}
}
private void OnStopSuffocating(Entity<BodyComponent> ent, ref StopSuffocatingEvent args)
{
// TODO: This is not going work with multiple different lungs, if that ever becomes a possibility
var organs = _bodySystem.GetBodyOrganEntityComps<LungComponent>((ent, null));
foreach (var entity in organs)
{
_alertsSystem.ClearAlert(ent.Owner, entity.Comp1.Alert);
}
}
public void UpdateSaturation(EntityUid uid, float amount, RespiratorComponent? respirator = null)
{
if (!Resolve(uid, ref respirator, false))
return;
respirator.Saturation += amount;
respirator.Saturation =
Math.Clamp(respirator.Saturation, respirator.MinSaturation, respirator.MaxSaturation);
}
private void OnApplyMetabolicMultiplier(Entity<RespiratorComponent> ent, ref ApplyMetabolicMultiplierEvent args)
{
ent.Comp.UpdateIntervalMultiplier = args.Multiplier;
}
private void OnGasInhaled(Entity<BodyComponent> entity, ref InhaledGasEvent args)
{
if (args.Handled)
return;
args.Handled = true;
args.Succeeded = TryInhaleGasToBody((entity, entity.Comp), args.Gas);
}
private void OnGasExhaled(Entity<BodyComponent> entity, ref ExhaledGasEvent args)
{
if (args.Handled)
return;
args.Handled = true;
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>
/// <param name="Respirator">The Respirator component of the entity attempting to inhale</param>
[ByRefEvent]
public record struct InhaleLocationEvent(GasMixture? Gas, RespiratorComponent Respirator);
/// <summary>
/// Event raised when an entity first tries to exhale a gas, determines where the gas they're exhaling will be sent.
/// </summary>
/// <param name="Gas">The gas mixture that the exhaled gas will be merged into.</param>
[ByRefEvent]
public record struct ExhaleLocationEvent(GasMixture? Gas);
/// <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]
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);