Commit Graph

14 Commits

Author SHA1 Message Date
Princess Cheeseballs
4059c29ebc Entity effects ECS refactor (#40580)
* LOCKED THE FUCK IN

* Forgot this little fella

* Crying

* All entity effects ported, needs cleanup still

* Commit

* HEHEHEHAW

* Shelve for now

* fixe

* Big

* First big chunk of changes

* Big if true

* Commit

* IT BUILDS!!!

* Fix LINTER fails

* Cleanup

* Scale working, cut down on some evil code

* Delete old Entity Effects

* Accidentally breaking shit by fixing bugs

* Fix a bunch of effects not working

* Fix reagent thresholds

* Update damage

* Wait don't change the gas metabolisms A

* Cleanup

* more fixes

* Eh

* Misc fixes and jank

* Remove two things, add bullshit, change condition to inverted

* Remove unused "Shared" system structure

* Namespace fix

* merge conflicts/cleanup

* More fixes

* Guidebook text begins

* Shelve

* Push

* More shit to push

* Fix

* Fix merg conflicts

* BLOOD FOR THE BLOOD GOD!!!

* Mild cleanup and lists

* Fix localization and comments

* Shuffle localization around a bit.

* All done?

* Nearly everything

* Is this the end?

* Whoops forgot to remove that TODO

* Get rid of some warnings for good measure...

* It's done

* Should make those virtual in case we want to override them tbqh...

* Update Content.Shared/EntityEffects/Effects/Botany/PlantAttributes/PlantDestroySeeds.cs

Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>

* Fix test fails real

* Add to codeowners

* Documentation to everything

* Forgot to push whoops

* Standardize Condition names

* Fix up metabolism a little as a treat

* review

* add IsServer checks

---------

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
2025-10-12 21:23:42 +00:00
drakewill-CRL
294a5a1b69 Display obvious plant mutations in examine text (#32650)
* Effect mutations now display on examine

* ChangeSpecies shouldn't stay on the list after running. Name cleanup

* EmoGarbage Review - convert description to LocId and add minor logic fix

* fix the dastardly yaml

---------

Co-authored-by: PraxisMapper <praxismapper@gmail.com>
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
2025-04-29 00:45:10 -04:00
drakewill-CRL
1dec19cc05 Botany Rework Part 1: Mutations (#31163)
Instead of each mutation being a flag that gets checked at some unique point in BotanySystem somewhere, they're now EntityEffects that get applied when the mutation occurs and when produce is harvested. One new list was added to SeedData so that multiple other fields could be removed.

All the non-stat-change mutations that have been rolled are added to the Mutations list, and get applied to the plant when the mutation occurs or when a seed with the mutation is planted. Produce get mutations applied at harvest if they apply to the produce, and carry all of the plant's mutations over as a seed. This gets rid of the one-off checks for things like Slippery, Bioluminescent, Sentient, etc.

The base odds of a mutation applying should be equal to the odds of the original mutation check. It pretended to have 1 bit flip (on averge) per mutation power, and odds of each mutation was the odds of one of its bit being flipped (1 /275 * bits). The 'thermometer code' applied for numbers will be replaced with simple random rolls, as both average out to the middle value. The new checks are much easier to understand and don't obfuscate the actual changes of something happening behind 3 layers of math. The biggest player-facing change is that Potency will be able to get over 65 significantly more often than it did in the previous system, but it will be just as common to get low values as high ones.

Mutation definitions have been moved to a .yml file. These include the odds per tick per mutagen strength of that mutation applying that tick, the effect applied, if it applies to the plant and/or its produce. This makes mutations simpler to add and edit.

This PR is limited specifically to the mutation logic. Improving other aspects of the system will be done in other PRs per the design document. Mutations was chosen first because its got the largest amount of one-off checks scattered all over that could be consolidated. Once this is merged, mutations could be contributed to the codebase with minimal extra work for later botany refactor PRs.
2024-09-14 20:12:17 -07:00
Cojoke
ef1fadf275 Replace instances of SolutionContainerSystem with SharedSolutionContainerSystem (#30084)
* Replace instances of SolutionContainerSystem with SharedSolutionContainerSystem

* guap

* More fixes

* Wait you can do that?

---------

Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2024-09-02 13:26:04 +02:00
genderGeometries
1360d57eea Crop harvest int cast fix (#25453)
* deleted int cast on solution amount

* deleted int cast on solution amount for real
2024-02-22 11:19:50 +11:00
TemporalOroboros
d23c8d5c19 Revert 'Revert 'Solution Entities'' (#23168) 2023-12-29 08:47:43 -04:00
Emisse
938d6d9945 Revert "Solution Entities" (#23160)
Revert "Solution Entities (#21916)"

This reverts commit d75e743dd7.
2023-12-28 20:45:42 -07:00
TemporalOroboros
d75e743dd7 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>
2023-12-28 17:58:14 -08:00
Leon Friedrich
3e2ffcc02d Remove server-side sprite references from botany system (#15886) 2023-04-29 19:03:23 +10:00
Duke
8640f0b0a3 New botany mutations (#13646) 2023-03-05 21:11:13 -04:00
Leon Friedrich
466384b081 Solution rejig (#12428) 2023-01-12 14:41:40 +11:00
Leon Friedrich
6997bd83b2 Save seed data in components and remove the seed-database (#7499) 2022-04-16 15:32:35 +10:00
mirrorcult
ec4d4688c7 Seal/abstract/virtual everything (#6739) 2022-02-16 18:23:23 +11:00
mirrorcult
19bbbefdf5 ECS botany except for plantholder (#6466) 2022-02-06 13:14:41 -07:00