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;
}
}