Convert StomachBehavior to a component/system + rejig body namespaces (#5249)
* Convert StomachBehavior to a component/system + rejig body namespaces * test * slightly more namespace changes * remove * Hello????? * fuck you github test runner * reviews * oobsy!
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182
Content.Server/Body/Systems/MetabolizerSystem.cs
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182
Content.Server/Body/Systems/MetabolizerSystem.cs
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using System.Linq;
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using Content.Server.Body.Components;
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using Content.Server.Chemistry.Components.SolutionManager;
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using Content.Server.Chemistry.EntitySystems;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.FixedPoint;
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using Content.Shared.MobState.Components;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Server.Body.Systems
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{
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// TODO mirror in the future working on mechanisms move updating here to BodySystem so it can be ordered?
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[UsedImplicitly]
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public class MetabolizerSystem : EntitySystem
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{
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[Dependency] private readonly SolutionContainerSystem _solutionContainerSystem = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<MetabolizerComponent, ComponentInit>(OnMetabolizerInit);
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}
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private void OnMetabolizerInit(EntityUid uid, MetabolizerComponent component, ComponentInit args)
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{
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if (!component.SolutionOnBody)
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{
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_solutionContainerSystem.EnsureSolution(uid, component.SolutionName);
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}
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else
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{
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if (EntityManager.TryGetComponent<MechanismComponent>(uid, out var mech))
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{
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if (mech.Body != null)
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{
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_solutionContainerSystem.EnsureSolution(mech.Body.OwnerUid, component.SolutionName);
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}
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}
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}
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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foreach (var metab in EntityManager.EntityQuery<MetabolizerComponent>(false))
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{
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metab.AccumulatedFrametime += frameTime;
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// Only update as frequently as it should
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if (metab.AccumulatedFrametime >= metab.UpdateFrequency)
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{
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metab.AccumulatedFrametime -= metab.UpdateFrequency;
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TryMetabolize(metab.OwnerUid, metab);
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}
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}
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}
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private void TryMetabolize(EntityUid uid, MetabolizerComponent? meta=null, MechanismComponent? mech=null)
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{
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if (!Resolve(uid, ref meta))
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return;
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Resolve(uid, ref mech, false);
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// First step is get the solution we actually care about
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Solution? solution = null;
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EntityUid? solutionEntityUid = null;
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SolutionContainerManagerComponent? manager = null;
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if (meta.SolutionOnBody)
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{
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if (mech != null)
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{
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var body = mech.Body;
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if (body != null)
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{
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if (!Resolve(body.OwnerUid, ref manager, false))
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return;
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_solutionContainerSystem.TryGetSolution(body.OwnerUid, meta.SolutionName, out solution, manager);
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solutionEntityUid = body.OwnerUid;
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}
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}
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}
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else
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{
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if (!Resolve(uid, ref manager, false))
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return;
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_solutionContainerSystem.TryGetSolution(uid, meta.SolutionName, out solution, manager);
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solutionEntityUid = uid;
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}
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if (solutionEntityUid == null || solution == null)
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return;
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// randomize the reagent list so we don't have any weird quirks
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// like alphabetical order or insertion order mattering for processing
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var list = solution.Contents.ToArray();
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_random.Shuffle(list);
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int reagents = 0;
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foreach (var reagent in list)
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{
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if (!_prototypeManager.TryIndex<ReagentPrototype>(reagent.ReagentId, out var proto))
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continue;
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FixedPoint2 mostToRemove = FixedPoint2.Zero;
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if (proto.Metabolisms == null)
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{
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if (meta.RemoveEmpty)
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_solutionContainerSystem.TryRemoveReagent(solutionEntityUid.Value, solution, reagent.ReagentId, FixedPoint2.New(1));
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continue;
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}
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// we're done here entirely if this is true
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if (reagents >= meta.MaxReagentsProcessable)
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return;
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reagents += 1;
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// loop over all our groups and see which ones apply
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if (meta.MetabolismGroups == null)
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continue;
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foreach (var group in meta.MetabolismGroups)
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{
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if (!proto.Metabolisms.Keys.Contains(group.Id))
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continue;
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var entry = proto.Metabolisms[group.Id];
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// we don't remove reagent for every group, just whichever had the biggest rate
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if (entry.MetabolismRate > mostToRemove)
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mostToRemove = entry.MetabolismRate;
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// if it's possible for them to be dead, and they are,
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// then we shouldn't process any effects, but should probably
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// still remove reagents
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if (EntityManager.TryGetComponent<MobStateComponent>(solutionEntityUid.Value, out var state))
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{
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if (state.IsDead())
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continue;
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}
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var args = new ReagentEffectArgs(solutionEntityUid.Value, meta.OwnerUid, solution, proto, entry.MetabolismRate,
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EntityManager, null);
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// do all effects, if conditions apply
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foreach (var effect in entry.Effects)
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{
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bool failed = false;
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if (effect.Conditions != null)
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{
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foreach (var cond in effect.Conditions)
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{
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if (!cond.Condition(args))
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failed = true;
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}
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if (failed)
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continue;
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}
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effect.Metabolize(args);
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}
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}
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// remove a certain amount of reagent
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if (mostToRemove > FixedPoint2.Zero)
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_solutionContainerSystem.TryRemoveReagent(solutionEntityUid.Value, solution, reagent.ReagentId, mostToRemove);
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}
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}
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}
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}
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