using Content.Server.Body.Components; using Content.Shared.Body.Events; using Content.Shared.Body.Organ; using Content.Shared.Body.Prototypes; using Content.Shared.Body.Systems; using Content.Shared.Chemistry.Components; using Content.Shared.Chemistry.Components.SolutionManager; using Content.Shared.Chemistry.EntitySystems; using Content.Shared.Chemistry.Reagent; using Content.Shared.EntityConditions; using Content.Shared.EntityConditions.Conditions; using Content.Shared.EntityConditions.Conditions.Body; using Content.Shared.EntityEffects; using Content.Shared.EntityEffects.Effects.Body; using Content.Shared.EntityEffects.Effects.Solution; using Content.Shared.FixedPoint; using Content.Shared.Mobs.Components; using Content.Shared.Mobs.Systems; using Content.Shared.Random.Helpers; using Robust.Shared.Collections; using Robust.Shared.Prototypes; using Robust.Shared.Random; using Robust.Shared.Timing; namespace Content.Server.Body.Systems; /// public sealed class MetabolizerSystem : SharedMetabolizerSystem { [Dependency] private readonly IGameTiming _gameTiming = default!; [Dependency] private readonly IPrototypeManager _prototypeManager = default!; [Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly MobStateSystem _mobStateSystem = default!; [Dependency] private readonly SharedEntityConditionsSystem _entityConditions = default!; [Dependency] private readonly SharedEntityEffectsSystem _entityEffects = default!; [Dependency] private readonly SharedSolutionContainerSystem _solutionContainerSystem = default!; private EntityQuery _organQuery; private EntityQuery _solutionQuery; private static readonly ProtoId Gas = "Gas"; public override void Initialize() { base.Initialize(); _organQuery = GetEntityQuery(); _solutionQuery = GetEntityQuery(); SubscribeLocalEvent(OnMetabolizerInit); SubscribeLocalEvent(OnMapInit); SubscribeLocalEvent(OnApplyMetabolicMultiplier); } private void OnMapInit(Entity ent, ref MapInitEvent args) { ent.Comp.NextUpdate = _gameTiming.CurTime + ent.Comp.AdjustedUpdateInterval; } private void OnMetabolizerInit(Entity entity, ref ComponentInit args) { if (!entity.Comp.SolutionOnBody) { _solutionContainerSystem.EnsureSolution(entity.Owner, entity.Comp.SolutionName, out _); } else if (_organQuery.CompOrNull(entity)?.Body is { } body) { _solutionContainerSystem.EnsureSolution(body, entity.Comp.SolutionName, out _); } } private void OnApplyMetabolicMultiplier(Entity ent, ref ApplyMetabolicMultiplierEvent args) { ent.Comp.UpdateIntervalMultiplier = args.Multiplier; } public override void Update(float frameTime) { base.Update(frameTime); var metabolizers = new ValueList<(EntityUid Uid, MetabolizerComponent Component)>(Count()); var query = EntityQueryEnumerator(); while (query.MoveNext(out var uid, out var comp)) { metabolizers.Add((uid, comp)); } foreach (var (uid, metab) in metabolizers) { // Only update as frequently as it should if (_gameTiming.CurTime < metab.NextUpdate) continue; metab.NextUpdate += metab.AdjustedUpdateInterval; TryMetabolize((uid, metab)); } } private void TryMetabolize(Entity ent) { _organQuery.Resolve(ent, ref ent.Comp2, logMissing: false); // First step is get the solution we actually care about var solutionName = ent.Comp1.SolutionName; Solution? solution = null; Entity? soln = default!; EntityUid? solutionEntityUid = null; if (ent.Comp1.SolutionOnBody) { if (ent.Comp2?.Body is { } body) { if (!_solutionQuery.Resolve(body, ref ent.Comp3, logMissing: false)) return; _solutionContainerSystem.TryGetSolution((body, ent.Comp3), solutionName, out soln, out solution); solutionEntityUid = body; } } else { if (!_solutionQuery.Resolve(ent, ref ent.Comp3, logMissing: false)) return; _solutionContainerSystem.TryGetSolution((ent, ent), solutionName, out soln, out solution); solutionEntityUid = ent; } if (solutionEntityUid is null || soln is null || solution is null || solution.Contents.Count == 0) { return; } // randomize the reagent list so we don't have any weird quirks // like alphabetical order or insertion order mattering for processing var list = solution.Contents.ToArray(); _random.Shuffle(list); int reagents = 0; foreach (var (reagent, quantity) in list) { if (!_prototypeManager.TryIndex(reagent.Prototype, out var proto)) continue; var mostToRemove = FixedPoint2.Zero; if (proto.Metabolisms is null) { if (ent.Comp1.RemoveEmpty) { solution.RemoveReagent(reagent, FixedPoint2.New(1)); } continue; } // we're done here entirely if this is true if (reagents >= ent.Comp1.MaxReagentsProcessable) return; // loop over all our groups and see which ones apply if (ent.Comp1.MetabolismGroups is null) continue; // TODO: Kill MetabolismGroups! foreach (var group in ent.Comp1.MetabolismGroups) { if (!proto.Metabolisms.TryGetValue(group.Id, out var entry)) continue; var rate = entry.MetabolismRate * group.MetabolismRateModifier; // Remove $rate, as long as there's enough reagent there to actually remove that much mostToRemove = FixedPoint2.Clamp(rate, 0, quantity); var scale = (float) mostToRemove; // TODO: This is a very stupid workaround to lungs heavily relying on scale = reagent quantity. Needs lung and metabolism refactors to remove. // TODO: Lungs just need to have their scale be equal to the mols consumed, scale needs to be not hardcoded either and configurable per metabolizer... if (group.Id != Gas) scale /= (float) entry.MetabolismRate; // if it's possible for them to be dead, and they are, // then we shouldn't process any effects, but should probably // still remove reagents if (TryComp(solutionEntityUid.Value, out var state)) { if (!proto.WorksOnTheDead && _mobStateSystem.IsDead(solutionEntityUid.Value, state)) continue; } var actualEntity = ent.Comp2?.Body ?? solutionEntityUid.Value; // do all effects, if conditions apply foreach (var effect in entry.Effects) { if (scale < effect.MinScale) continue; if (effect.Probability < 1.0f && !_random.Prob(effect.Probability)) continue; // See if conditions apply if (effect.Conditions != null && !CanMetabolizeEffect(actualEntity, ent, soln.Value, effect.Conditions)) continue; ApplyEffect(effect); } // TODO: We should have to do this with metabolism. ReagentEffect struct needs refactoring and so does metabolism! void ApplyEffect(EntityEffect effect) { switch (effect) { case ModifyLungGas: _entityEffects.ApplyEffect(ent, effect, scale); break; case AdjustReagent: _entityEffects.ApplyEffect(soln.Value, effect, scale); break; default: _entityEffects.ApplyEffect(actualEntity, effect, scale); break; } } } // remove a certain amount of reagent if (mostToRemove > FixedPoint2.Zero) { solution.RemoveReagent(reagent, mostToRemove); // We have processed a reagant, so count it towards the cap reagents += 1; } } _solutionContainerSystem.UpdateChemicals(soln.Value); } /// /// Public API to check if a certain metabolism effect can be applied to an entity. /// TODO: With metabolism refactor make this logic smarter and unhardcode the old hardcoding entity effects used to have for metabolism! /// /// The body metabolizing the effects /// The organ doing the metabolizing /// The solution we are metabolizing from /// The conditions that need to be met to metabolize /// True if we can metabolize! False if we cannot! public bool CanMetabolizeEffect(EntityUid body, EntityUid organ, Entity solution, EntityCondition[] conditions) { foreach (var condition in conditions) { switch (condition) { // Need specific handling of specific conditions since Metabolism is funny like that. // TODO: MetabolizerTypes should be handled well before this stage by metabolism itself. case MetabolizerTypeCondition: if (_entityConditions.TryCondition(organ, condition)) continue; break; case ReagentCondition: if (_entityConditions.TryCondition(solution, condition)) continue; break; default: if (_entityConditions.TryCondition(body, condition)) continue; break; } return false; } return true; } }