Files
tbd-station-14/Content.Server/GameObjects/Components/Body/Behavior/StomachBehavior.cs
Paul Ritter 5c50b1f6ed Serialization v3 content PR (#3491)
* serv3 in shared pt 1

* beginning of deepclone api

* progress in implementing ideepclone & serv3 in content

* adds target

* its cant hurt you it cant hurt you

* more changes to content.server

* adds dataclasses

* almost there

* renamed & edited entry

* finishes refactoring content to use serv3

* gasmixture runtimes, next: reagentunit

* fucin hell that was an annoying one

* adds flags

* fixes some yaml errors

* removes comment

* fixes generic components for now

* removes todo
actually clones values my god paul
fixes bug involving resolving custom data classes from other proj
renames dataclass
fixes spritecomp
adds WithFormat.Constants support

* adds deepclone to ResistanceSet

* adds a bunch of deepclone implementations
adds a deepclone analyzer (TODO)
adds a deep clone fallback for classes & structs

* fixes a bunch of runtimes

* adds deepclone to entityuid

* adds generator to sln

* gets rid of warnings

* fixes

* argh

* componentdata refactors

* more deepclone impl

* heck me i reworked all of content deepclone

* renames custom dataclasstarget

* misc

* reworks prototypes

* deepclone nuke

* renamed customdataclass attribute

* fixes everything

* misc fixed

* the killcommit

* getting there

* changed yamlfieldattribute namespace

* adds back iselfserialize

* renames everything to data(field/definition)

* ouch

* Fix most errors on content

* Fix more errors in content

* Fix some components

* work on tests

* fixes some customdataclasses

* fuggin shit

* yes

* yeas

* Remove data classes

* Data field naming fixes

* arg

* Git resetti RobustToolbox

* Merge fixes

* General fixes

* Fix startup serialization errors

* Fix DamageContainerPrototype when supported classes or types are null

* Implement construction graph step type serializer

* Fix up construction serialization

* Fix up construction serialization part 2

* Fix null list in technology database component

* Fix body serialization

* Fix entity storage serialization

* Fix actions serialization

* Fix AI serialization

* Fix reaction serialization

* Fix body serialization

* Fix grid atmosphere serialization

* Rename IServ3Manager to ISerializationManager

* Convert every non generic serializer to the new format, general fixes

* Serialization and body system fix

* pushinheritance fix

* Update all prototypes to have a parent and have consistent id/parent properties

* Merge fixes

* smh my head

* cuddling slaps

* Content commit for engine PR

* stuff

* more fixes

* argh

* yes even you are fixed

* changelog fixes

* fixes seeds

* argh

* Test fixes

* Add writing for alert order prototype

* Fix alert order writing

* FIX

* its been alot ok

* Fix the rest of the visualizers

* Fix server alerts component tests

* Fix alert prototype tests not using the read value

* Fix alert prototype tests initializing serialization multiple times

* THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA

* Add ImplicitDataDefinitionForInheritors to IMechanismBehavior
Fixes the behaviors not being found

* Fix NRE in strap component
Good night to the 1 buckle optimization

* Fix clothing component slot flags serialization tag

* Fix body component in all components test

* Merge fixes

* ffs

* Make construction graph prototype use serialization hooks

* human yaml linted

* a

* Do the thing for construction

* stuff

* a

* monke see yaml linter

* LINT HARDER

* Remove redundant todo

* yes

* Add skip hook argument to readers and copiers

* we gamin

* test/datafield fixes

* adds more verbose validation

* moves linter to action

* Improve construction graph step type serializer error message

* Fix ammo box component NRE

* gamin

* some updates to the linter

* yes

* removes that test

* misc fixes

* array fix
priority fix
misc fixes

* adds proper info the validation

* adds alwaysrelevant usa

* Make yaml linter take half as long to run (~50% less)

* Make yaml linter 5 times faster (~80% less execution time)

* based vera being based

* fixes mapsaving

* warning cleanup & moves surpressor

* removes old msbuild targets

* Revert "Make yaml linter 5 times faster (~80% less execution time)"

This reverts commit 3e6091359a26252c3e98828199553de668031c63.

* Add -nowarn to yaml linter run configuration

* Improve yaml linter message feedback

* Make dependencies an argument instead of a property on the serialization manager

* yamllinting slaps

* Clean up type serializers

* Move yaml linter code to its own method

* Fix yaml errors

* Change yaml linter action name and remove -nowarn

* yaml linter please shut

* Git resetti robust toolbox

Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2021-03-05 01:08:38 +01:00

175 lines
5.8 KiB
C#

#nullable enable
using System.Collections.Generic;
using System.Linq;
using Content.Server.GameObjects.Components.Body.Circulatory;
using Content.Server.GameObjects.Components.Chemistry;
using Content.Shared.Chemistry;
using Content.Shared.GameObjects.Components.Body.Networks;
using Content.Shared.GameObjects.Components.Chemistry;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Body.Behavior
{
/// <summary>
/// Where reagents go when ingested. Tracks ingested reagents over time, and
/// eventually transfers them to <see cref="SharedBloodstreamComponent"/> once digested.
/// </summary>
public class StomachBehavior : MechanismBehavior
{
private float _accumulatedFrameTime;
/// <summary>
/// Updates digestion status of ingested reagents.
/// Once reagents surpass _digestionDelay they are moved to the
/// bloodstream, where they are then metabolized.
/// </summary>
/// <param name="frameTime">
/// The time since the last update in seconds.
/// </param>
public override void Update(float frameTime)
{
if (Body == null)
{
return;
}
_accumulatedFrameTime += frameTime;
// Update at most once per second
if (_accumulatedFrameTime < 1)
{
return;
}
_accumulatedFrameTime -= 1;
if (!Body.Owner.TryGetComponent(out SolutionContainerComponent? solution) ||
!Body.Owner.TryGetComponent(out BloodstreamComponent? bloodstream))
{
return;
}
// Add reagents ready for transfer to bloodstream to transferSolution
var transferSolution = new Solution();
// Use ToList here to remove entries while iterating
foreach (var delta in _reagentDeltas.ToList())
{
//Increment lifetime of reagents
delta.Increment(1);
if (delta.Lifetime > _digestionDelay)
{
solution.TryRemoveReagent(delta.ReagentId, delta.Quantity);
transferSolution.AddReagent(delta.ReagentId, delta.Quantity);
_reagentDeltas.Remove(delta);
}
}
// Transfer digested reagents to bloodstream
bloodstream.TryTransferSolution(transferSolution);
}
/// <summary>
/// Max volume of internal solution storage
/// </summary>
public ReagentUnit MaxVolume
{
get => Owner.TryGetComponent(out SharedSolutionContainerComponent? solution) ? solution.MaxVolume : ReagentUnit.Zero;
set
{
if (Owner.TryGetComponent(out SharedSolutionContainerComponent? solution))
{
solution.MaxVolume = value;
}
}
}
/// <summary>
/// Initial internal solution storage volume
/// </summary>
[DataField("maxVolume")]
[ViewVariables]
protected ReagentUnit InitialMaxVolume { get; private set; } = ReagentUnit.New(100);
/// <summary>
/// Time in seconds between reagents being ingested and them being
/// transferred to <see cref="SharedBloodstreamComponent"/>
/// </summary>
[DataField("digestionDelay")] [ViewVariables]
private float _digestionDelay = 20;
/// <summary>
/// Used to track how long each reagent has been in the stomach
/// </summary>
[ViewVariables]
private readonly List<ReagentDelta> _reagentDeltas = new();
public override void Startup()
{
base.Startup();
Owner.EnsureComponentWarn(out SolutionContainerComponent solution);
solution.MaxVolume = InitialMaxVolume;
}
public bool CanTransferSolution(Solution solution)
{
if (!Owner.TryGetComponent(out SharedSolutionContainerComponent? solutionComponent))
{
return false;
}
// TODO: For now no partial transfers. Potentially change by design
if (!solutionComponent.CanAddSolution(solution))
{
return false;
}
return true;
}
public bool TryTransferSolution(Solution solution)
{
if (Body == null || !CanTransferSolution(solution))
return false;
if (!Body.Owner.TryGetComponent(out SolutionContainerComponent? solutionComponent))
{
return false;
}
// Add solution to _stomachContents
solutionComponent.TryAddSolution(solution);
// Add each reagent to _reagentDeltas. Used to track how long each reagent has been in the stomach
foreach (var reagent in solution.Contents)
{
_reagentDeltas.Add(new ReagentDelta(reagent.ReagentId, reagent.Quantity));
}
return true;
}
/// <summary>
/// Used to track quantity changes when ingesting & digesting reagents
/// </summary>
protected class ReagentDelta
{
public readonly string ReagentId;
public readonly ReagentUnit Quantity;
public float Lifetime { get; private set; }
public ReagentDelta(string reagentId, ReagentUnit quantity)
{
ReagentId = reagentId;
Quantity = quantity;
Lifetime = 0.0f;
}
public void Increment(float delta) => Lifetime += delta;
}
}
}