Solution Entities (#21916)

* Creates Content.Shared.Chemistry.Solutions
Copies Solution class to new namespace
Obsoletes old Solution class

* Switches over to the Solutions.Solution Solution

* Creates Content.Shared.Chemistry.Containers
Copies relevant components/systems to the new namespace
Obsoletes old versions

* Switches over to the Containers.XYZ namespace

* Creates SolutionSystem and obsoletes old SolutionContainerSystem methods

* Start using SolutionSystem for Solution manipulation

* EnumerateSolutions

* Move TryGetMixableSolution

* Move EnsureSolution to Server

* Create Solution Entities

* Stop using obsolete solution system methods

* Fix prototype component tests

* Add using ..Audio.Systems; back

* Wrap solution container slots in ContainerSlots

* Actually add the slot to the solution container map

* Dirty SolutionContainerComponent when ensuring solutions

* Revert namespace changes

* Remerge SolutionSystem and SolutionContainerSystem

* SolutionContainerManagerComponent refactor

* Avoid wrapping necessary code in DebugTools.Assert as it is removed when compiling for release

* Readd examine reagent sorting

* Fix errors

* Poke tests

* Fix solution names not being applied

* Fix WoolyComponent including statement

* Fix merge skew

* Fix compile errors

* Make reactions use solntities

* Reindent solution class namespace

* Field attribute changes

* AutoGenerateComponentState for SolutionContainerComponent

* SolutionContainerComponent -> ContainedSolutionComponent

* ref ReactionAttemptEvent

* Denetwork preinit solutions

* Misc 1

* Nullable TryGetSolution out vars

* Cache associated solutions

* Fix merge skew

* Use explicit regions in SharedSolutionContainerSystem.Capabilities

* Add debug assert

* Use explicit regions in SharedSolutionContainerSystem.Relay + ref SolutionContainerChangedEvent

* ContainedSolutionComponent.Name -> ContainedSolutionComponent.ContainerName

* SolutionComponent doc comments

* Implicit DataField names and property purge

* ReagentEffect DataField names

* Local variables for readability

* Sort using statements + Entity<T> event handlers

* Fix compile erros

* Fix compile errors

---------

Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
This commit is contained in:
TemporalOroboros
2023-12-28 17:58:14 -08:00
committed by GitHub
parent a4d36d408d
commit d75e743dd7
180 changed files with 3540 additions and 2956 deletions

View File

@@ -34,52 +34,52 @@ namespace Content.Server.Body.Components
/// <summary>
/// How much should bleeding should be reduced every update interval?
/// </summary>
[DataField("bleedReductionAmount")]
[DataField]
public float BleedReductionAmount = 1.0f;
/// <summary>
/// How high can <see cref="BleedAmount"/> go?
/// </summary>
[DataField("maxBleedAmount")]
[DataField]
public float MaxBleedAmount = 10.0f;
/// <summary>
/// What percentage of current blood is necessary to avoid dealing blood loss damage?
/// </summary>
[DataField("bloodlossThreshold")]
[DataField]
public float BloodlossThreshold = 0.9f;
/// <summary>
/// The base bloodloss damage to be incurred if below <see cref="BloodlossThreshold"/>
/// The default values are defined per mob/species in YML.
/// </summary>
[DataField("bloodlossDamage", required: true)]
[DataField(required: true)]
public DamageSpecifier BloodlossDamage = new();
/// <summary>
/// The base bloodloss damage to be healed if above <see cref="BloodlossThreshold"/>
/// The default values are defined per mob/species in YML.
/// </summary>
[DataField("bloodlossHealDamage", required: true)]
[DataField(required: true)]
public DamageSpecifier BloodlossHealDamage = new();
/// <summary>
/// How frequently should this bloodstream update, in seconds?
/// </summary>
[DataField("updateInterval")]
[DataField]
public float UpdateInterval = 3.0f;
// TODO shouldn't be hardcoded, should just use some organ simulation like bone marrow or smth.
/// <summary>
/// How much reagent of blood should be restored each update interval?
/// </summary>
[DataField("bloodRefreshAmount")]
[DataField]
public float BloodRefreshAmount = 1.0f;
/// <summary>
/// How much blood needs to be in the temporary solution in order to create a puddle?
/// </summary>
[DataField("bleedPuddleThreshold")]
[DataField]
public FixedPoint2 BleedPuddleThreshold = 1.0f;
/// <summary>
@@ -89,19 +89,19 @@ namespace Content.Server.Body.Components
/// <remarks>
/// For example, piercing damage is increased while poison damage is nullified entirely.
/// </remarks>
[DataField("damageBleedModifiers", customTypeSerializer:typeof(PrototypeIdSerializer<DamageModifierSetPrototype>))]
[DataField(customTypeSerializer:typeof(PrototypeIdSerializer<DamageModifierSetPrototype>))]
public string DamageBleedModifiers = "BloodlossHuman";
/// <summary>
/// The sound to be played when a weapon instantly deals blood loss damage.
/// </summary>
[DataField("instantBloodSound")]
[DataField]
public SoundSpecifier InstantBloodSound = new SoundCollectionSpecifier("blood");
/// <summary>
/// The sound to be played when some damage actually heals bleeding rather than starting it.
/// </summary>
[DataField("bloodHealedSound")]
[DataField]
public SoundSpecifier BloodHealedSound = new SoundPathSpecifier("/Audio/Effects/lightburn.ogg");
// TODO probably damage bleed thresholds.
@@ -109,14 +109,14 @@ namespace Content.Server.Body.Components
/// <summary>
/// Max volume of internal chemical solution storage
/// </summary>
[DataField("chemicalMaxVolume")]
[DataField]
public FixedPoint2 ChemicalMaxVolume = FixedPoint2.New(250);
/// <summary>
/// Max volume of internal blood storage,
/// and starting level of blood.
/// </summary>
[DataField("bloodMaxVolume")]
[DataField]
public FixedPoint2 BloodMaxVolume = FixedPoint2.New(300);
/// <summary>
@@ -125,29 +125,40 @@ namespace Content.Server.Body.Components
/// <remarks>
/// Slime-people might use slime as their blood or something like that.
/// </remarks>
[DataField("bloodReagent")]
[DataField]
public string BloodReagent = "Blood";
/// <summary>
/// Internal solution for reagent storage
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[Access(typeof(BloodstreamSystem), Other = AccessPermissions.ReadExecute)] // FIXME Friends
public Solution ChemicalSolution = default!;
/// <summary>Name/Key that <see cref="BloodSolution"/> is indexed by.</summary>
[DataField]
public string BloodSolutionName = DefaultBloodSolutionName;
/// <summary>Name/Key that <see cref="ChemicalSolution"/> is indexed by.</summary>
[DataField]
public string ChemicalSolutionName = DefaultChemicalsSolutionName;
/// <summary>Name/Key that <see cref="TemporarySolution"/> is indexed by.</summary>
[DataField]
public string BloodTemporarySolutionName = DefaultBloodTemporarySolutionName;
/// <summary>
/// Internal solution for blood storage
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public Solution BloodSolution = default!;
[DataField]
public Entity<SolutionComponent>? BloodSolution = null;
/// <summary>
/// Internal solution for reagent storage
/// </summary>
[DataField]
public Entity<SolutionComponent>? ChemicalSolution = null;
/// <summary>
/// Temporary blood solution.
/// When blood is lost, it goes to this solution, and when this
/// solution hits a certain cap, the blood is actually spilled as a puddle.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public Solution BloodTemporarySolution = default!;
[DataField]
public Entity<SolutionComponent>? TemporarySolution = null;
/// <summary>
/// Variable that stores the amount of status time added by having a low blood level.