mirror of
https://github.com/space-wizards/space-station-14.git
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* Replace metabolism groups with metabolism stages * return to return * killed * yaml linted * yaml linted again * margarine * bugfixes and balancing tweaks
319 lines
12 KiB
C#
319 lines
12 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Shared.Body.Events;
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using Content.Shared.Body.Systems;
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using Content.Shared.Body;
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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.Systems;
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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.Shared.Metabolism;
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/// <inheritdoc/>
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public sealed class MetabolizerSystem : EntitySystem
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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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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, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<MetabolizerComponent, BodyRelayedEvent<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 OnApplyMetabolicMultiplier(Entity<MetabolizerComponent> ent, ref BodyRelayedEvent<ApplyMetabolicMultiplierEvent> args)
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{
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ent.Comp.UpdateIntervalMultiplier = args.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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/// <summary>
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/// Updates the metabolic rate multiplier for a given entity,
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/// raising both <see cref="GetMetabolicMultiplierEvent"/> to determine what the multiplier is and <see cref="ApplyMetabolicMultiplierEvent"/> to update relevant components.
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/// </summary>
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/// <param name="uid"></param>
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public void UpdateMetabolicMultiplier(EntityUid uid)
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{
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var getEv = new GetMetabolicMultiplierEvent();
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RaiseLocalEvent(uid, ref getEv);
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var applyEv = new ApplyMetabolicMultiplierEvent(getEv.Multiplier);
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RaiseLocalEvent(uid, ref applyEv);
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}
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private bool LookupSolution(
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Entity<MetabolizerComponent, OrganComponent?, SolutionContainerManagerComponent?> ent,
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MetabolismSolutionEntry solutionData,
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bool lookupTransfer,
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[NotNullWhen(true)] out Solution? solution,
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[NotNullWhen(true)] out Entity<SolutionComponent>? solutionEntity,
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[NotNullWhen(true)] out EntityUid? solutionOwner
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)
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{
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solution = null;
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solutionEntity = null;
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solutionOwner = null;
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var solutionName = lookupTransfer ? solutionData.TransferSolutionName : solutionData.SolutionName;
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if (solutionName is null)
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return false;
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if (lookupTransfer ? solutionData.TransferSolutionOnBody : solutionData.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.TryComp(body, out var bodySolution))
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return false;
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solutionOwner = body;
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return _solutionContainerSystem.TryGetSolution((body, bodySolution), solutionName, out solutionEntity, out solution);
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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 false;
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solutionOwner = ent;
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return _solutionContainerSystem.TryGetSolution((ent, ent), solutionName, out solutionEntity, out solution);
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}
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return false;
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}
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private void TryMetabolizeStage(Entity<MetabolizerComponent, OrganComponent?, SolutionContainerManagerComponent?> ent, ProtoId<MetabolismStagePrototype> stage)
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{
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if (!ent.Comp1.Solutions.TryGetValue(stage, out var solutionData))
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return;
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if (!LookupSolution(ent, solutionData, false, out var solution, out var solutionEntity, out var solutionOwner))
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return;
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if (solution.Contents.Count == 0)
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return;
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LookupSolution(ent, solutionData, true, out var transferSolution, out var transferSolutionEntity, out _);
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// Copy the solution do not edit the original solution list
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var list = solution.Contents.ToList();
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// Collecting blood reagent for filtering
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var ev = new MetabolismExclusionEvent();
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RaiseLocalEvent(solutionOwner.Value, ref ev);
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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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_random.Shuffle(list);
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var isDead = _mobStateSystem.IsDead(solutionOwner.Value);
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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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// Skip blood reagents
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if (ev.Reagents.Contains(reagent))
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continue;
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if (proto.Metabolisms is null || !proto.Metabolisms.Metabolisms.TryGetValue(stage, out var entry))
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{
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var mostToTransfer = FixedPoint2.Clamp(solutionData.TransferRate, 0, quantity);
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if (transferSolution is not null)
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{
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solution.RemoveReagent(reagent, mostToTransfer);
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transferSolution.AddReagent(reagent, mostToTransfer * solutionData.TransferEfficacy);
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}
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else
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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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var rate = solutionData.MetabolizeAll ? quantity : entry.MetabolismRate;
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// Remove $rate, as long as there's enough reagent there to actually remove that much
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var mostToRemove = FixedPoint2.Clamp(rate, 0, quantity);
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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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var scale = (float) mostToRemove;
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if (!solutionData.MetabolizeAll)
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scale /= (float) rate;
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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 (isDead && !proto.WorksOnTheDead)
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continue;
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var actualEntity = ent.Comp2?.Body ?? solutionOwner.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, solutionEntity.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(solutionEntity.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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// 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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if (transferSolution is not null && entry.Metabolites is not null)
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{
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foreach (var (metabolite, ratio) in entry.Metabolites)
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{
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transferSolution.AddReagent(metabolite, mostToRemove * ratio);
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}
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}
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}
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}
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_solutionContainerSystem.UpdateChemicals(solutionEntity.Value);
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if (transferSolutionEntity is not null)
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{
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_solutionContainerSystem.UpdateChemicals(transferSolutionEntity.Value);
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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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foreach (var stage in ent.Comp1.Stages)
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{
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TryMetabolizeStage(ent, stage);
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}
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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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