Commit Graph

26 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
Tayrtahn
f09bade8e7 Validate remaining ProtoId strings (#38747)
Validate remaining ProtoId strings
2025-07-04 22:55:45 +02:00
slarticodefast
16325007d5 Fix mutation system debug assert (#32530) 2024-09-29 13:37:31 -08:00
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
Crotalus
9c9bfda4d2 Fix botany bugs (#27210)
* Fixed bug with missing gas not getting reset

* Fix bug with MutateInt not using min/max in prob calculation

* Add divison by zero check

* Fix styling
2024-08-18 03:05:26 +02:00
slarticodefast
bd5d415575 Make the sentient plant mutation non-copyable to other plantholders (#29133)
make the sentient plant mutation not propagate by clipping, using the seed extractor or cryoxadone
2024-08-11 19:23:14 +10:00
slarticodefast
6f5077803b Fix formatting warnings (#30122) 2024-07-17 10:25:19 -08:00
Kevin Zheng
28755f5405 Fix hybridization seedless probability (#25084)
Fix comparison

Hybrids (different plants being crossed) are supposed to have a high
chance of becoming seedless to balance overpowered plants.

However, a logic error in the comparison gave seedless to plants when
they were from the same seed (not hybrids) rather than the other way
around.

Reported by:    @genderGeometries
2024-02-10 12:21:48 +11:00
Doru991
541e9a0711 Botany balancing fixes and QoL ('No romerol ambrosia' edition) (#21756)
* Chem 1984 phase 1

* Chem 1984 phase 2

* Notification on species mutation

* Plant yml balancing

* Better localization

* First version of reagent list

* Revert "Better localization"
nvm
This reverts commit bab87cb1bd58523164d306dccaefc1ac5c6b64ad.

* cooler reagents and no more popups

* :trollface:

* I’m blind
2023-12-02 12:01:58 -05:00
Nemanja
2c8a97fe02 Revert "Revert "Reenable kudzu."" (#20876) 2023-10-09 20:34:41 -07:00
Sailor
a62b9ea19b Revert "Reenable kudzu." (#20843) 2023-10-09 00:08:42 -07:00
Nemanja
2a75e7213e Wow kudzu is back! (#20822) 2023-10-07 13:59:39 -06:00
drteaspoon420
b5117f613b Carry over other mutations when doing species mutation (#20551) 2023-10-01 09:52:45 -08:00
TomaszKawalec
282db32ad8 MutationSystem style changes (#19954) 2023-09-16 12:25:53 -08:00
612
236a97d190 Disable kuzdu pending growth rate fix (#20200) 2023-09-15 09:16:03 -08:00
Doru991
3f51795cc7 Add plant species mutations (#19960) 2023-09-13 20:56:24 -08:00
drteaspoon420
a7980be623 Ensure plants always have some reagents after crossing (#20078) 2023-09-12 11:40:11 -08:00
drteaspoon420
6a005640cd Improve plant chemical and gas crossing (#19950)
Chemicals and gasses are not all wholesale swapped but given 50/50 for every chemical or gas.
2023-09-09 13:54:37 -08:00
drteaspoon420
a2c9ef04b3 Mutate plant chemical and gas production (#19455)
Co-authored-by: Kevin Zheng <kevinz5000@gmail.com>
2023-09-04 08:24:39 -08:00
Doru991
30f0ad2134 Botany tweaks vol. 2 (#18888)
* Even more consumption

* Revert "Even more consumption"

This reverts commit 94ae0eca0ba1b4a55913f92519e1354b77e70734.

Oops forgot a file

* Believe it or not, more nutrient consumption

* Buff ez nutrient and l4z

* Add left 4 zed to emagged nutrimax just because

* Change some thresholds
2023-08-09 19:43:06 -06:00
metalgearsloth
90110183be Fix a bunch of logger warnings (#17691) 2023-06-27 23:56:52 +10:00
Leon Friedrich
e9b5849ddb Prevent mutation of non-unique plant seeds (#15702) 2023-05-02 11:37:30 +10:00
Duke
8640f0b0a3 New botany mutations (#13646) 2023-03-05 21:11:13 -04:00
Visne
c6d3e4f3bd Fix warnings and code cleanup/fixes (#13570) 2023-01-19 13:56:45 +11:00
Kevin Zheng
10019cdabd Fix debug crash due to probability being outside 0-1 (#12616) 2022-11-16 06:22:28 -08:00
Kevin Zheng
7fc357afd2 Plant genetics (#11407) 2022-10-15 23:25:41 -07:00