* Drunk moment * push * fix test fails + a smidge of cleanup * two smidges of cleanup * Unpredicted so don't need the workaround --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
283 lines
11 KiB
C#
283 lines
11 KiB
C#
using Content.Server.Body.Components;
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using Content.Shared.Body.Events;
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using Content.Shared.Body.Organ;
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using Content.Shared.Body.Prototypes;
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using Content.Shared.Body.Systems;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Components.SolutionManager;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.EntityConditions;
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using Content.Shared.EntityConditions.Conditions;
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using Content.Shared.EntityConditions.Conditions.Body;
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using Content.Shared.EntityEffects;
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using Content.Shared.EntityEffects.Effects.Body;
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using Content.Shared.EntityEffects.Effects.Solution;
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using Content.Shared.FixedPoint;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Random.Helpers;
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using Robust.Shared.Collections;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Server.Body.Systems;
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/// <inheritdoc/>
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public sealed class MetabolizerSystem : SharedMetabolizerSystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
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[Dependency] private readonly SharedEntityConditionsSystem _entityConditions = default!;
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[Dependency] private readonly SharedEntityEffectsSystem _entityEffects = default!;
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[Dependency] private readonly SharedSolutionContainerSystem _solutionContainerSystem = default!;
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private EntityQuery<OrganComponent> _organQuery;
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private EntityQuery<SolutionContainerManagerComponent> _solutionQuery;
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private static readonly ProtoId<MetabolismGroupPrototype> Gas = "Gas";
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public override void Initialize()
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{
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base.Initialize();
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_organQuery = GetEntityQuery<OrganComponent>();
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_solutionQuery = GetEntityQuery<SolutionContainerManagerComponent>();
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SubscribeLocalEvent<MetabolizerComponent, ComponentInit>(OnMetabolizerInit);
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SubscribeLocalEvent<MetabolizerComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<MetabolizerComponent, ApplyMetabolicMultiplierEvent>(OnApplyMetabolicMultiplier);
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}
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private void OnMapInit(Entity<MetabolizerComponent> ent, ref MapInitEvent args)
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{
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ent.Comp.NextUpdate = _gameTiming.CurTime + ent.Comp.AdjustedUpdateInterval;
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}
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private void OnMetabolizerInit(Entity<MetabolizerComponent> entity, ref ComponentInit args)
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{
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if (!entity.Comp.SolutionOnBody)
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{
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_solutionContainerSystem.EnsureSolution(entity.Owner, entity.Comp.SolutionName, out _);
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}
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else if (_organQuery.CompOrNull(entity)?.Body is { } body)
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{
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_solutionContainerSystem.EnsureSolution(body, entity.Comp.SolutionName, out _);
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}
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}
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private void OnApplyMetabolicMultiplier(Entity<MetabolizerComponent> ent, ref ApplyMetabolicMultiplierEvent args)
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{
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ent.Comp.UpdateIntervalMultiplier = args.Multiplier;
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var metabolizers = new ValueList<(EntityUid Uid, MetabolizerComponent Component)>(Count<MetabolizerComponent>());
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var query = EntityQueryEnumerator<MetabolizerComponent>();
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while (query.MoveNext(out var uid, out var comp))
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{
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metabolizers.Add((uid, comp));
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}
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foreach (var (uid, metab) in metabolizers)
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{
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// Only update as frequently as it should
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if (_gameTiming.CurTime < metab.NextUpdate)
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continue;
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metab.NextUpdate += metab.AdjustedUpdateInterval;
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TryMetabolize((uid, metab));
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}
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}
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private void TryMetabolize(Entity<MetabolizerComponent, OrganComponent?, SolutionContainerManagerComponent?> ent)
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{
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_organQuery.Resolve(ent, ref ent.Comp2, logMissing: false);
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// First step is get the solution we actually care about
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var solutionName = ent.Comp1.SolutionName;
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Solution? solution = null;
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Entity<SolutionComponent>? soln = default!;
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EntityUid? solutionEntityUid = null;
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if (ent.Comp1.SolutionOnBody)
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{
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if (ent.Comp2?.Body is { } body)
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{
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if (!_solutionQuery.Resolve(body, ref ent.Comp3, logMissing: false))
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return;
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_solutionContainerSystem.TryGetSolution((body, ent.Comp3), solutionName, out soln, out solution);
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solutionEntityUid = body;
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}
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}
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else
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{
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if (!_solutionQuery.Resolve(ent, ref ent.Comp3, logMissing: false))
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return;
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_solutionContainerSystem.TryGetSolution((ent, ent), solutionName, out soln, out solution);
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solutionEntityUid = ent;
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}
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if (solutionEntityUid is null
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|| soln is null
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|| solution is null
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|| solution.Contents.Count == 0)
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{
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return;
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}
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// randomize the reagent list so we don't have any weird quirks
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// like alphabetical order or insertion order mattering for processing
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var list = solution.Contents.ToArray();
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_random.Shuffle(list);
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int reagents = 0;
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foreach (var (reagent, quantity) in list)
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{
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if (!_prototypeManager.TryIndex<ReagentPrototype>(reagent.Prototype, out var proto))
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continue;
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var mostToRemove = FixedPoint2.Zero;
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if (proto.Metabolisms is null)
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{
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if (ent.Comp1.RemoveEmpty)
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{
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solution.RemoveReagent(reagent, FixedPoint2.New(1));
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}
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continue;
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}
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// we're done here entirely if this is true
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if (reagents >= ent.Comp1.MaxReagentsProcessable)
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return;
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// loop over all our groups and see which ones apply
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if (ent.Comp1.MetabolismGroups is null)
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continue;
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// TODO: Kill MetabolismGroups!
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foreach (var group in ent.Comp1.MetabolismGroups)
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{
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if (!proto.Metabolisms.TryGetValue(group.Id, out var entry))
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continue;
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var rate = entry.MetabolismRate * group.MetabolismRateModifier;
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// Remove $rate, as long as there's enough reagent there to actually remove that much
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mostToRemove = FixedPoint2.Clamp(rate, 0, quantity);
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var scale = (float) mostToRemove;
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// TODO: This is a very stupid workaround to lungs heavily relying on scale = reagent quantity. Needs lung and metabolism refactors to remove.
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// 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...
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if (group.Id != Gas)
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scale /= (float) entry.MetabolismRate;
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// if it's possible for them to be dead, and they are,
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// then we shouldn't process any effects, but should probably
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// still remove reagents
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if (TryComp<MobStateComponent>(solutionEntityUid.Value, out var state))
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{
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if (!proto.WorksOnTheDead && _mobStateSystem.IsDead(solutionEntityUid.Value, state))
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continue;
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}
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var actualEntity = ent.Comp2?.Body ?? solutionEntityUid.Value;
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// do all effects, if conditions apply
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foreach (var effect in entry.Effects)
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{
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if (scale < effect.MinScale)
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continue;
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if (effect.Probability < 1.0f && !_random.Prob(effect.Probability))
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continue;
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// See if conditions apply
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if (effect.Conditions != null && !CanMetabolizeEffect(actualEntity, ent, soln.Value, effect.Conditions))
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continue;
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ApplyEffect(effect);
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}
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// TODO: We should have to do this with metabolism. ReagentEffect struct needs refactoring and so does metabolism!
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void ApplyEffect(EntityEffect effect)
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{
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switch (effect)
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{
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case ModifyLungGas:
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_entityEffects.ApplyEffect(ent, effect, scale);
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break;
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case AdjustReagent:
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_entityEffects.ApplyEffect(soln.Value, effect, scale);
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break;
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default:
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_entityEffects.ApplyEffect(actualEntity, effect, scale);
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break;
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}
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}
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}
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// remove a certain amount of reagent
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if (mostToRemove > FixedPoint2.Zero)
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{
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solution.RemoveReagent(reagent, mostToRemove);
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// We have processed a reagant, so count it towards the cap
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reagents += 1;
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}
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}
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_solutionContainerSystem.UpdateChemicals(soln.Value);
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}
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/// <summary>
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/// Public API to check if a certain metabolism effect can be applied to an entity.
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/// TODO: With metabolism refactor make this logic smarter and unhardcode the old hardcoding entity effects used to have for metabolism!
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/// </summary>
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/// <param name="body">The body metabolizing the effects</param>
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/// <param name="organ">The organ doing the metabolizing</param>
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/// <param name="solution">The solution we are metabolizing from</param>
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/// <param name="conditions">The conditions that need to be met to metabolize</param>
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/// <returns>True if we can metabolize! False if we cannot!</returns>
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public bool CanMetabolizeEffect(EntityUid body, EntityUid organ, Entity<SolutionComponent> solution, EntityCondition[] conditions)
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{
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foreach (var condition in conditions)
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{
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switch (condition)
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{
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// Need specific handling of specific conditions since Metabolism is funny like that.
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// TODO: MetabolizerTypes should be handled well before this stage by metabolism itself.
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case MetabolizerTypeCondition:
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if (_entityConditions.TryCondition(organ, condition))
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continue;
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break;
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case ReagentCondition:
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if (_entityConditions.TryCondition(solution, condition))
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continue;
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break;
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default:
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if (_entityConditions.TryCondition(body, condition))
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continue;
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break;
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}
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return false;
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}
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return true;
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}
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}
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