* Replace instances of SolutionContainerSystem with SharedSolutionContainerSystem * guap * More fixes * Wait you can do that? --------- Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
135 lines
5.4 KiB
C#
135 lines
5.4 KiB
C#
using Content.Server.Body.Components;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Body.Organ;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Components.SolutionManager;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Server.Body.Systems
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{
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public sealed class StomachSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly SharedSolutionContainerSystem _solutionContainerSystem = default!;
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public const string DefaultSolutionName = "stomach";
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public override void Initialize()
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{
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SubscribeLocalEvent<StomachComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<StomachComponent, EntityUnpausedEvent>(OnUnpaused);
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SubscribeLocalEvent<StomachComponent, ApplyMetabolicMultiplierEvent>(OnApplyMetabolicMultiplier);
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}
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private void OnMapInit(Entity<StomachComponent> ent, ref MapInitEvent args)
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{
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ent.Comp.NextUpdate = _gameTiming.CurTime + ent.Comp.UpdateInterval;
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}
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private void OnUnpaused(Entity<StomachComponent> ent, ref EntityUnpausedEvent args)
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{
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ent.Comp.NextUpdate += args.PausedTime;
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}
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public override void Update(float frameTime)
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{
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var query = EntityQueryEnumerator<StomachComponent, OrganComponent, SolutionContainerManagerComponent>();
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while (query.MoveNext(out var uid, out var stomach, out var organ, out var sol))
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{
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if (_gameTiming.CurTime < stomach.NextUpdate)
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continue;
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stomach.NextUpdate += stomach.UpdateInterval;
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// Get our solutions
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if (!_solutionContainerSystem.ResolveSolution((uid, sol), DefaultSolutionName, ref stomach.Solution, out var stomachSolution))
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continue;
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if (organ.Body is not { } body || !_solutionContainerSystem.TryGetSolution(body, stomach.BodySolutionName, out var bodySolution))
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continue;
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var transferSolution = new Solution();
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var queue = new RemQueue<StomachComponent.ReagentDelta>();
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foreach (var delta in stomach.ReagentDeltas)
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{
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delta.Increment(stomach.UpdateInterval);
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if (delta.Lifetime > stomach.DigestionDelay)
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{
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if (stomachSolution.TryGetReagent(delta.ReagentQuantity.Reagent, out var reagent))
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{
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if (reagent.Quantity > delta.ReagentQuantity.Quantity)
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reagent = new(reagent.Reagent, delta.ReagentQuantity.Quantity);
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stomachSolution.RemoveReagent(reagent);
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transferSolution.AddReagent(reagent);
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}
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queue.Add(delta);
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}
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}
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foreach (var item in queue)
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{
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stomach.ReagentDeltas.Remove(item);
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}
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_solutionContainerSystem.UpdateChemicals(stomach.Solution.Value);
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// Transfer everything to the body solution!
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_solutionContainerSystem.TryAddSolution(bodySolution.Value, transferSolution);
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}
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}
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private void OnApplyMetabolicMultiplier(
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Entity<StomachComponent> ent,
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ref ApplyMetabolicMultiplierEvent args)
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{
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if (args.Apply)
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{
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ent.Comp.UpdateInterval *= args.Multiplier;
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return;
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}
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// This way we don't have to worry about it breaking if the stasis bed component is destroyed
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ent.Comp.UpdateInterval /= args.Multiplier;
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}
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public bool CanTransferSolution(
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EntityUid uid,
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Solution solution,
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StomachComponent? stomach = null,
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SolutionContainerManagerComponent? solutions = null)
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{
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return Resolve(uid, ref stomach, ref solutions, logMissing: false)
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&& _solutionContainerSystem.ResolveSolution((uid, solutions), DefaultSolutionName, ref stomach.Solution, out var stomachSolution)
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// TODO: For now no partial transfers. Potentially change by design
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&& stomachSolution.CanAddSolution(solution);
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}
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public bool TryTransferSolution(
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EntityUid uid,
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Solution solution,
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StomachComponent? stomach = null,
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SolutionContainerManagerComponent? solutions = null)
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{
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if (!Resolve(uid, ref stomach, ref solutions, logMissing: false)
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|| !_solutionContainerSystem.ResolveSolution((uid, solutions), DefaultSolutionName, ref stomach.Solution)
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|| !CanTransferSolution(uid, solution, stomach, solutions))
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{
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return false;
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}
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_solutionContainerSystem.TryAddSolution(stomach.Solution.Value, solution);
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// Add each reagent to ReagentDeltas. Used to track how long each reagent has been in the stomach
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foreach (var reagent in solution.Contents)
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{
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stomach.ReagentDeltas.Add(new StomachComponent.ReagentDelta(reagent));
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}
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return true;
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}
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}
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}
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