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OldThink/Content.Shared/Chemistry/Metabolizable/IMetabolizable.cs

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Bug fixes for metabolisable reagents (#4385) * HealthChangeMetabolism now scales with ticktime and metabolism rate Both Food and Drink metabolisms scale with ticktime, Now HealthChangeMetabolism also does so. Additionally, 'healthChange' now correctly scales with the metabolism rate, so it's description is now correct. * LiverBehaviour now uses correct frameTime Previously, the liver only metabolised reagants once every second, but incorrectly passes the current frameTime to the metabilism function, not 1 second. * Stomach now only transfers non-empty solutions. Makes debugging bloodstream bugs easier if the stomach is not constantly adding empty solution to it. * Fixed StomachBehaviour using wrong SolutionContainerComponent Stomach was using the first SolutionContainerComponent in the owner of the body, instead of the container in the owner of the mechanism (stomach). As a result, it used to use the BloodStreamComponent.Solution as a "Stomach". * Update StomachBehavior.cs Somach now checks if it still contains a reagant, before transferring it. * Added argument to IMetabolizable.Metabolize() Added availableReagent argument to IMetabolizable.Metabolize(), This ensures that this function does not over-metabolize a reagant, which can happen if tickTime*metabolismRate is larger than the available reagant * Revert "Stomach now only transfers non-empty solutions." This reverts commit 2a51e2d87e6e17ab76b48e5316ce501ec05ac061. * Renamed _updateInterval to _updateIntervalSeconds Also modified doc comment specifying units * Fix spelling of healthChangeAmount Changed from healthChangeAmmount to healthChangeAmount * Fixed comment comment used to mention _updateInterval, which has been renamed _updateIntervalSeconds * Fixed typo in comment * fixed typos: reagant -> reagent Most typos were just in comments. * Make metabolizable classes inherit from DefaultMetabolizable Also involved changing around IMetabolizable * Renamed variables metabolismAmount -> amountMetabolized * Updated Comments in DefaultMetabolizable Makes it clearer why DefaultMetabolizable works as it does, and that other classes depend on it.
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using Content.Shared.Chemistry.Reagent;
using Robust.Shared.GameObjects;
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namespace Content.Shared.Chemistry.Metabolizable
{
/// <summary>
/// Metabolism behavior for a reagent.
/// </summary>
Serialization v3 content PR (#3491) * serv3 in shared pt 1 * beginning of deepclone api * progress in implementing ideepclone & serv3 in content * adds target * its cant hurt you it cant hurt you * more changes to content.server * adds dataclasses * almost there * renamed & edited entry * finishes refactoring content to use serv3 * gasmixture runtimes, next: reagentunit * fucin hell that was an annoying one * adds flags * fixes some yaml errors * removes comment * fixes generic components for now * removes todo actually clones values my god paul fixes bug involving resolving custom data classes from other proj renames dataclass fixes spritecomp adds WithFormat.Constants support * adds deepclone to ResistanceSet * adds a bunch of deepclone implementations adds a deepclone analyzer (TODO) adds a deep clone fallback for classes & structs * fixes a bunch of runtimes * adds deepclone to entityuid * adds generator to sln * gets rid of warnings * fixes * argh * componentdata refactors * more deepclone impl * heck me i reworked all of content deepclone * renames custom dataclasstarget * misc * reworks prototypes * deepclone nuke * renamed customdataclass attribute * fixes everything * misc fixed * the killcommit * getting there * changed yamlfieldattribute namespace * adds back iselfserialize * renames everything to data(field/definition) * ouch * Fix most errors on content * Fix more errors in content * Fix some components * work on tests * fixes some customdataclasses * fuggin shit * yes * yeas * Remove data classes * Data field naming fixes * arg * Git resetti RobustToolbox * Merge fixes * General fixes * Fix startup serialization errors * Fix DamageContainerPrototype when supported classes or types are null * Implement construction graph step type serializer * Fix up construction serialization * Fix up construction serialization part 2 * Fix null list in technology database component * Fix body serialization * Fix entity storage serialization * Fix actions serialization * Fix AI serialization * Fix reaction serialization * Fix body serialization * Fix grid atmosphere serialization * Rename IServ3Manager to ISerializationManager * Convert every non generic serializer to the new format, general fixes * Serialization and body system fix * pushinheritance fix * Update all prototypes to have a parent and have consistent id/parent properties * Merge fixes * smh my head * cuddling slaps * Content commit for engine PR * stuff * more fixes * argh * yes even you are fixed * changelog fixes * fixes seeds * argh * Test fixes * Add writing for alert order prototype * Fix alert order writing * FIX * its been alot ok * Fix the rest of the visualizers * Fix server alerts component tests * Fix alert prototype tests not using the read value * Fix alert prototype tests initializing serialization multiple times * THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA * Add ImplicitDataDefinitionForInheritors to IMechanismBehavior Fixes the behaviors not being found * Fix NRE in strap component Good night to the 1 buckle optimization * Fix clothing component slot flags serialization tag * Fix body component in all components test * Merge fixes * ffs * Make construction graph prototype use serialization hooks * human yaml linted * a * Do the thing for construction * stuff * a * monke see yaml linter * LINT HARDER * Remove redundant todo * yes * Add skip hook argument to readers and copiers * we gamin * test/datafield fixes * adds more verbose validation * moves linter to action * Improve construction graph step type serializer error message * Fix ammo box component NRE * gamin * some updates to the linter * yes * removes that test * misc fixes * array fix priority fix misc fixes * adds proper info the validation * adds alwaysrelevant usa * Make yaml linter take half as long to run (~50% less) * Make yaml linter 5 times faster (~80% less execution time) * based vera being based * fixes mapsaving * warning cleanup & moves surpressor * removes old msbuild targets * Revert "Make yaml linter 5 times faster (~80% less execution time)" This reverts commit 3e6091359a26252c3e98828199553de668031c63. * Add -nowarn to yaml linter run configuration * Improve yaml linter message feedback * Make dependencies an argument instead of a property on the serialization manager * yamllinting slaps * Clean up type serializers * Move yaml linter code to its own method * Fix yaml errors * Change yaml linter action name and remove -nowarn * yaml linter please shut * Git resetti robust toolbox Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
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public interface IMetabolizable
{
/// <summary>
/// Metabolize the attached reagent. Return the amount of reagent to be removed from the solution.
/// You shouldn't remove the reagent yourself to avoid invalidating the iterator of the metabolism
/// organ that is processing it's reagents.
/// </summary>
/// <param name="solutionEntity">The entity containing the solution.</param>
/// <param name="reagentId">The reagent id</param>
/// <param name="tickTime">The time since the last metabolism tick in seconds.</param>
Bug fixes for metabolisable reagents (#4385) * HealthChangeMetabolism now scales with ticktime and metabolism rate Both Food and Drink metabolisms scale with ticktime, Now HealthChangeMetabolism also does so. Additionally, 'healthChange' now correctly scales with the metabolism rate, so it's description is now correct. * LiverBehaviour now uses correct frameTime Previously, the liver only metabolised reagants once every second, but incorrectly passes the current frameTime to the metabilism function, not 1 second. * Stomach now only transfers non-empty solutions. Makes debugging bloodstream bugs easier if the stomach is not constantly adding empty solution to it. * Fixed StomachBehaviour using wrong SolutionContainerComponent Stomach was using the first SolutionContainerComponent in the owner of the body, instead of the container in the owner of the mechanism (stomach). As a result, it used to use the BloodStreamComponent.Solution as a "Stomach". * Update StomachBehavior.cs Somach now checks if it still contains a reagant, before transferring it. * Added argument to IMetabolizable.Metabolize() Added availableReagent argument to IMetabolizable.Metabolize(), This ensures that this function does not over-metabolize a reagant, which can happen if tickTime*metabolismRate is larger than the available reagant * Revert "Stomach now only transfers non-empty solutions." This reverts commit 2a51e2d87e6e17ab76b48e5316ce501ec05ac061. * Renamed _updateInterval to _updateIntervalSeconds Also modified doc comment specifying units * Fix spelling of healthChangeAmount Changed from healthChangeAmmount to healthChangeAmount * Fixed comment comment used to mention _updateInterval, which has been renamed _updateIntervalSeconds * Fixed typo in comment * fixed typos: reagant -> reagent Most typos were just in comments. * Make metabolizable classes inherit from DefaultMetabolizable Also involved changing around IMetabolizable * Renamed variables metabolismAmount -> amountMetabolized * Updated Comments in DefaultMetabolizable Makes it clearer why DefaultMetabolizable works as it does, and that other classes depend on it.
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/// <param name="availableReagent">Reagent available to be metabolized.</param>
/// <returns>The amount of reagent to be removed. The metabolizing organ should handle removing the reagent.</returns>
Bug fixes for metabolisable reagents (#4385) * HealthChangeMetabolism now scales with ticktime and metabolism rate Both Food and Drink metabolisms scale with ticktime, Now HealthChangeMetabolism also does so. Additionally, 'healthChange' now correctly scales with the metabolism rate, so it's description is now correct. * LiverBehaviour now uses correct frameTime Previously, the liver only metabolised reagants once every second, but incorrectly passes the current frameTime to the metabilism function, not 1 second. * Stomach now only transfers non-empty solutions. Makes debugging bloodstream bugs easier if the stomach is not constantly adding empty solution to it. * Fixed StomachBehaviour using wrong SolutionContainerComponent Stomach was using the first SolutionContainerComponent in the owner of the body, instead of the container in the owner of the mechanism (stomach). As a result, it used to use the BloodStreamComponent.Solution as a "Stomach". * Update StomachBehavior.cs Somach now checks if it still contains a reagant, before transferring it. * Added argument to IMetabolizable.Metabolize() Added availableReagent argument to IMetabolizable.Metabolize(), This ensures that this function does not over-metabolize a reagant, which can happen if tickTime*metabolismRate is larger than the available reagant * Revert "Stomach now only transfers non-empty solutions." This reverts commit 2a51e2d87e6e17ab76b48e5316ce501ec05ac061. * Renamed _updateInterval to _updateIntervalSeconds Also modified doc comment specifying units * Fix spelling of healthChangeAmount Changed from healthChangeAmmount to healthChangeAmount * Fixed comment comment used to mention _updateInterval, which has been renamed _updateIntervalSeconds * Fixed typo in comment * fixed typos: reagant -> reagent Most typos were just in comments. * Make metabolizable classes inherit from DefaultMetabolizable Also involved changing around IMetabolizable * Renamed variables metabolismAmount -> amountMetabolized * Updated Comments in DefaultMetabolizable Makes it clearer why DefaultMetabolizable works as it does, and that other classes depend on it.
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ReagentUnit Metabolize(IEntity solutionEntity, string reagentId, float tickTime, ReagentUnit availableReagent);
}
}