* 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>
112 lines
3.9 KiB
C#
112 lines
3.9 KiB
C#
#nullable enable
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using System.Linq;
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using Content.Server.GameObjects.Components.Body.Circulatory;
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using Content.Shared.Chemistry;
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using Content.Shared.GameObjects.Components.Body.Networks;
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using Content.Shared.Interfaces.Chemistry;
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using Robust.Shared.IoC;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Body.Behavior
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{
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/// <summary>
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/// Metabolizes reagents in <see cref="SharedBloodstreamComponent"/> after they are digested.
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/// </summary>
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public class LiverBehavior : MechanismBehavior
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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private float _accumulatedFrameTime;
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/// <summary>
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/// Whether the liver is functional.
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/// </summary>
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[ViewVariables] private bool _liverFailing = false;
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/// <summary>
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/// Modifier for alcohol damage.
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/// </summary>
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[DataField("alcoholLethality")]
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[ViewVariables] private float _alcoholLethality = 0.005f;
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/// <summary>
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/// Modifier for alcohol damage.
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/// </summary>
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[DataField("alcoholExponent")]
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[ViewVariables] private float _alcoholExponent = 1.6f;
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/// <summary>
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/// Toxin volume that can be purged without damage.
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/// </summary>
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[DataField("toxinTolerance")]
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[ViewVariables] private float _toxinTolerance = 3f;
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/// <summary>
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/// Toxin damage modifier.
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/// </summary>
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[DataField("toxinLethality")]
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[ViewVariables] private float _toxinLethality = 0.01f;
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/// <summary>
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/// Loops through each reagent in _internalSolution,
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/// and calls <see cref="IMetabolizable.Metabolize"/> for each of them.
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/// Also handles toxins and alcohol.
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/// </summary>
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/// <param name="frameTime">
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/// The time since the last update in seconds.
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/// </param>
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public override void Update(float frameTime)
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{
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if (Body == null)
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{
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return;
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}
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_accumulatedFrameTime += frameTime;
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// Update at most once per second
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if (_accumulatedFrameTime < 1)
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{
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return;
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}
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_accumulatedFrameTime -= 1;
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if (!Body.Owner.TryGetComponent(out BloodstreamComponent? bloodstream))
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{
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return;
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}
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if (bloodstream.Solution.CurrentVolume <= ReagentUnit.Zero)
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{
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return;
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}
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// Run metabolism for each reagent, remove metabolized reagents
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// Using ToList here lets us edit reagents while iterating
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foreach (var reagent in bloodstream.Solution.ReagentList.ToList())
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{
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if (!_prototypeManager.TryIndex(reagent.ReagentId, out ReagentPrototype? prototype))
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{
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continue;
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}
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//TODO BODY Check if it's a Toxin. If volume < _toxinTolerance, just remove it. If greater, add damage = volume * _toxinLethality
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//TODO BODY Check if it has BoozePower > 0. Affect drunkenness, apply damage. Proposed formula (SS13-derived): damage = sqrt(volume) * BoozePower^_alcoholExponent * _alcoholLethality / 10
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//TODO BODY Liver failure.
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//TODO Make sure reagent prototypes actually have the toxin and boozepower vars set.
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// Run metabolism code for each reagent
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foreach (var metabolizable in prototype.Metabolism)
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{
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var reagentDelta = metabolizable.Metabolize(Body.Owner, reagent.ReagentId, frameTime);
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bloodstream.Solution.TryRemoveReagent(reagent.ReagentId, reagentDelta);
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}
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}
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}
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}
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}
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