Files
tbd-station-14/Content.Server/Botany/SeedPrototype.cs
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

397 lines
13 KiB
C#

using Content.Server.Botany.Components;
using Content.Server.Botany.Systems;
using Content.Server.EntityEffects.Effects.Botany;
using Content.Shared.Atmos;
using Content.Shared.Database;
using Content.Shared.EntityEffects;
using Content.Shared.Random;
using Robust.Shared.Audio;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.Utility;
namespace Content.Server.Botany;
[Prototype]
public sealed partial class SeedPrototype : SeedData, IPrototype
{
[IdDataField] public string ID { get; private set; } = default!;
}
public enum HarvestType : byte
{
NoRepeat,
Repeat,
SelfHarvest
}
/*
public enum PlantSpread : byte
{
NoSpread,
Creepers,
Vines,
}
public enum PlantMutation : byte
{
NoMutation,
Mutable,
HighlyMutable,
}
public enum PlantCarnivorous : byte
{
NotCarnivorous,
EatPests,
EatLivingBeings,
}
public enum PlantJuicy : byte
{
NotJuicy,
Juicy,
Slippery,
}
*/
[DataDefinition]
public partial struct SeedChemQuantity
{
/// <summary>
/// Minimum amount of chemical that is added to produce, regardless of the potency
/// </summary>
[DataField("Min")] public int Min;
/// <summary>
/// Maximum amount of chemical that can be produced after taking plant potency into account.
/// </summary>
[DataField("Max")] public int Max;
/// <summary>
/// When chemicals are added to produce, the potency of the seed is divided with this value. Final chemical amount is the result plus the `Min` value.
/// Example: PotencyDivisor of 20 with seed potency of 55 results in 2.75, 55/20 = 2.75. If minimum is 1 then final result will be 3.75 of that chemical, 55/20+1 = 3.75.
/// </summary>
[DataField("PotencyDivisor")] public int PotencyDivisor;
/// <summary>
/// Inherent chemical is one that is NOT result of mutation or crossbreeding. These chemicals are removed if species mutation is executed.
/// </summary>
[DataField("Inherent")] public bool Inherent = true;
}
// TODO Make Botany ECS and give it a proper API. I removed the limited access of this class because it's egregious how many systems needed access to it due to a lack of an actual API.
/// <remarks>
/// SeedData is no longer restricted because the number of friends is absolutely unreasonable.
/// This entire data definition is unreasonable. I felt genuine fear looking at this, this is horrific. Send help.
/// </remarks>
// TODO: Hit Botany with hammers
[Virtual, DataDefinition]
public partial class SeedData
{
#region Tracking
/// <summary>
/// The name of this seed. Determines the name of seed packets.
/// </summary>
[DataField("name")]
public string Name { get; private set; } = "";
/// <summary>
/// The noun for this type of seeds. E.g. for fungi this should probably be "spores" instead of "seeds". Also
/// used to determine the name of seed packets.
/// </summary>
[DataField("noun")]
public string Noun { get; private set; } = "";
/// <summary>
/// Name displayed when examining the hydroponics tray. Describes the actual plant, not the seed itself.
/// </summary>
[DataField("displayName")]
public string DisplayName { get; private set; } = "";
[DataField("mysterious")] public bool Mysterious;
/// <summary>
/// If true, the properties of this seed cannot be modified.
/// </summary>
[DataField("immutable")] public bool Immutable;
/// <summary>
/// If true, there is only a single reference to this seed and it's properties can be directly modified without
/// needing to clone the seed.
/// </summary>
[ViewVariables]
public bool Unique = false; // seed-prototypes or yaml-defined seeds for entity prototypes will not generally be unique.
#endregion
#region Output
/// <summary>
/// The entity prototype that is spawned when this type of seed is extracted from produce using a seed extractor.
/// </summary>
[DataField("packetPrototype", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
public string PacketPrototype = "SeedBase";
/// <summary>
/// The entity prototype this seed spawns when it gets harvested.
/// </summary>
[DataField]
public List<EntProtoId> ProductPrototypes = new();
[DataField] public Dictionary<string, SeedChemQuantity> Chemicals = new();
[DataField] public Dictionary<Gas, float> ConsumeGasses = new();
[DataField] public Dictionary<Gas, float> ExudeGasses = new();
#endregion
#region Tolerances
[DataField] public float NutrientConsumption = 0.75f;
[DataField] public float WaterConsumption = 0.5f;
[DataField] public float IdealHeat = 293f;
[DataField] public float HeatTolerance = 10f;
[DataField] public float IdealLight = 7f;
[DataField] public float LightTolerance = 3f;
[DataField] public float ToxinsTolerance = 4f;
[DataField] public float LowPressureTolerance = 81f;
[DataField] public float HighPressureTolerance = 121f;
[DataField] public float PestTolerance = 5f;
[DataField] public float WeedTolerance = 5f;
[DataField] public float WeedHighLevelThreshold = 10f;
#endregion
#region General traits
[DataField] public float Endurance = 100f;
[DataField] public int Yield;
[DataField] public float Lifespan;
[DataField] public float Maturation;
[DataField] public float Production;
[DataField] public int GrowthStages = 6;
[DataField] public HarvestType HarvestRepeat = HarvestType.NoRepeat;
[DataField] public float Potency = 1f;
/// <summary>
/// If true, cannot be harvested for seeds. Balances hybrids and
/// mutations.
/// </summary>
[DataField] public bool Seedless = false;
/// <summary>
/// If false, rapidly decrease health while growing. Used to kill off
/// plants with "bad" mutations.
/// </summary>
[DataField] public bool Viable = true;
/// <summary>
/// If true, a sharp tool is required to harvest this plant.
/// </summary>
[DataField] public bool Ligneous;
// No, I'm not removing these.
// if you re-add these, make sure that they get cloned.
//public PlantSpread Spread { get; set; }
//public PlantMutation Mutation { get; set; }
//public float AlterTemperature { get; set; }
//public PlantCarnivorous Carnivorous { get; set; }
//public bool Parasite { get; set; }
//public bool Hematophage { get; set; }
//public bool Thorny { get; set; }
//public bool Stinging { get; set; }
// public bool Teleporting { get; set; }
// public PlantJuicy Juicy { get; set; }
#endregion
#region Cosmetics
[DataField(required: true)]
public ResPath PlantRsi { get; set; } = default!;
[DataField] public string PlantIconState { get; set; } = "produce";
/// <summary>
/// Screams random sound from collection SoundCollectionSpecifier
/// </summary>
[DataField]
public SoundSpecifier ScreamSound = new SoundCollectionSpecifier("PlantScreams", AudioParams.Default.WithVolume(-10));
[DataField("screaming")] public bool CanScream;
[DataField(customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))] public string KudzuPrototype = "WeakKudzu";
[DataField] public bool TurnIntoKudzu;
[DataField] public string? SplatPrototype { get; set; }
#endregion
/// <summary>
/// The mutation effects that have been applied to this plant.
/// </summary>
[DataField] public List<RandomPlantMutation> Mutations { get; set; } = new();
/// <summary>
/// The seed prototypes this seed may mutate into when prompted to.
/// </summary>
[DataField]
public List<ProtoId<SeedPrototype>> MutationPrototypes = new();
/// <summary>
/// Log impact for when the seed is planted.
/// </summary>
[DataField]
public LogImpact? PlantLogImpact = null;
/// <summary>
/// Log impact for when the seed is harvested.
/// </summary>
[DataField]
public LogImpact? HarvestLogImpact = null;
public SeedData Clone()
{
DebugTools.Assert(!Immutable, "There should be no need to clone an immutable seed.");
var newSeed = new SeedData
{
Name = Name,
Noun = Noun,
DisplayName = DisplayName,
Mysterious = Mysterious,
PacketPrototype = PacketPrototype,
ProductPrototypes = new List<EntProtoId>(ProductPrototypes),
MutationPrototypes = new List<ProtoId<SeedPrototype>>(MutationPrototypes),
Chemicals = new Dictionary<string, SeedChemQuantity>(Chemicals),
ConsumeGasses = new Dictionary<Gas, float>(ConsumeGasses),
ExudeGasses = new Dictionary<Gas, float>(ExudeGasses),
NutrientConsumption = NutrientConsumption,
WaterConsumption = WaterConsumption,
IdealHeat = IdealHeat,
HeatTolerance = HeatTolerance,
IdealLight = IdealLight,
LightTolerance = LightTolerance,
ToxinsTolerance = ToxinsTolerance,
LowPressureTolerance = LowPressureTolerance,
HighPressureTolerance = HighPressureTolerance,
PestTolerance = PestTolerance,
WeedTolerance = WeedTolerance,
Endurance = Endurance,
Yield = Yield,
Lifespan = Lifespan,
Maturation = Maturation,
Production = Production,
GrowthStages = GrowthStages,
HarvestRepeat = HarvestRepeat,
Potency = Potency,
Seedless = Seedless,
Viable = Viable,
Ligneous = Ligneous,
PlantRsi = PlantRsi,
PlantIconState = PlantIconState,
CanScream = CanScream,
TurnIntoKudzu = TurnIntoKudzu,
SplatPrototype = SplatPrototype,
Mutations = new List<RandomPlantMutation>(),
// Newly cloned seed is unique. No need to unnecessarily clone if repeatedly modified.
Unique = true,
};
newSeed.Mutations.AddRange(Mutations);
return newSeed;
}
/// <summary>
/// Handles copying most species defining data from 'other' to this seed while keeping the accumulated mutations intact.
/// </summary>
public SeedData SpeciesChange(SeedData other)
{
var newSeed = new SeedData
{
Name = other.Name,
Noun = other.Noun,
DisplayName = other.DisplayName,
Mysterious = other.Mysterious,
PacketPrototype = other.PacketPrototype,
ProductPrototypes = new List<EntProtoId>(other.ProductPrototypes),
MutationPrototypes = new List<ProtoId<SeedPrototype>>(other.MutationPrototypes),
Chemicals = new Dictionary<string, SeedChemQuantity>(Chemicals),
ConsumeGasses = new Dictionary<Gas, float>(ConsumeGasses),
ExudeGasses = new Dictionary<Gas, float>(ExudeGasses),
NutrientConsumption = NutrientConsumption,
WaterConsumption = WaterConsumption,
IdealHeat = IdealHeat,
HeatTolerance = HeatTolerance,
IdealLight = IdealLight,
LightTolerance = LightTolerance,
ToxinsTolerance = ToxinsTolerance,
LowPressureTolerance = LowPressureTolerance,
HighPressureTolerance = HighPressureTolerance,
PestTolerance = PestTolerance,
WeedTolerance = WeedTolerance,
Endurance = Endurance,
Yield = Yield,
Lifespan = Lifespan,
Maturation = Maturation,
Production = Production,
GrowthStages = other.GrowthStages,
HarvestRepeat = HarvestRepeat,
Potency = Potency,
Mutations = Mutations,
Seedless = Seedless,
Viable = Viable,
Ligneous = Ligneous,
PlantRsi = other.PlantRsi,
PlantIconState = other.PlantIconState,
CanScream = CanScream,
TurnIntoKudzu = TurnIntoKudzu,
SplatPrototype = other.SplatPrototype,
// Newly cloned seed is unique. No need to unnecessarily clone if repeatedly modified.
Unique = true,
};
// Adding the new chemicals from the new species.
foreach (var otherChem in other.Chemicals)
{
newSeed.Chemicals.TryAdd(otherChem.Key, otherChem.Value);
}
// Removing the inherent chemicals from the old species. Leaving mutated/crossbread ones intact.
foreach (var originalChem in newSeed.Chemicals)
{
if (!other.Chemicals.ContainsKey(originalChem.Key) && originalChem.Value.Inherent)
{
newSeed.Chemicals.Remove(originalChem.Key);
}
}
return newSeed;
}
}