* Move chemical reaction effects into Chemistry/ReactionEffects/ subfolder * Replace hardcoded StomachComponent metabolism with IMetabolizable The benefits of this approach are that reagent metabolism effects are not hardcoded into StomachComponent, and metabolism effects can be more easily chained together in yaml prototypes, and reagents can have different metabolism rates. One problem with this approach is that getting metabolism rates slower than 1u / second is impossible. Implementing #377 should resolve that problem. * Fix DefaultFood and DefaultDrink so they remove reagent regardless of Hunger/ThirstComponent presence Previously if neither of those were present the reagents wouldn't be removed from the stomach. This fixes that. * Additional comment on function * Make metabolizer interface implementations explicit Also removed some unused using statements * Make StomachComponent._reagentDeltas readonly * Fix misleading variable names and docs for metabolizables Changes one of the arguments for `IMetabolizable.Metabolize()` to be called `tickTime` instead of `frameTime` to more accurately reflect it's purpose. It's not really the frametime, but the time since the last metabolism tick. Also updated and expanded the docs to reflect this and to be more clear.
25 lines
1.1 KiB
C#
25 lines
1.1 KiB
C#
using System.Collections.Generic;
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using Content.Shared.Chemistry;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Serialization;
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namespace Content.Shared.Interfaces.Chemistry
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{
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/// <summary>
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/// Metabolism behavior for a reagent.
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/// </summary>
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public interface IMetabolizable : IExposeData
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{
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/// <summary>
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/// Metabolize the attached reagent. Return the amount of reagent to be removed from the solution.
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/// You shouldn't remove the reagent yourself to avoid invalidating the iterator of the metabolism
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/// organ that is processing it's reagents.
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/// </summary>
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/// <param name="solutionEntity">The entity containing the solution.</param>
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/// <param name="reagentId">The reagent id</param>
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/// <param name="tickTime">The time since the last metabolism tick in seconds.</param>
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/// <returns>The amount of reagent to be removed. The metabolizing organ should handle removing the reagent.</returns>
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int Metabolize(IEntity solutionEntity, string reagentId, float tickTime);
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}
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}
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