Metabolism 3.0 (#5157)
* basic system + convert all plantmetabolism * stragglers * convert all old metabolisms over * fix YAML errors + dumb serialization issue * remove unused thingy * reimplement * add organ type condition * organtype condition but real * cleanups + test fix * metabolismtype -> metabolizertype * solution resilience * fixes * serializer + use entityuid + hashset * this is apparently an entirely different thing * turns out it just works * oops
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@@ -1,18 +1,23 @@
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using System.Collections.Generic;
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using System.ComponentModel.DataAnnotations;
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using Content.Shared.Body.Metabolism;
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using Content.Shared.Body.Networks;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.FixedPoint;
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using Robust.Shared.Analyzers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Dictionary;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Set;
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namespace Content.Server.Body.Metabolism
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{
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/// <summary>
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/// Handles metabolizing various reagents with given effects.
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/// </summary>
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[RegisterComponent]
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[RegisterComponent, Friend(typeof(MetabolizerSystem))]
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public class MetabolizerComponent : Component
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{
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public override string Name => "Metabolizer";
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@@ -27,33 +32,44 @@ namespace Content.Server.Body.Metabolism
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public float UpdateFrequency = 1.0f;
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/// <summary>
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/// From which solution will this metabolizer attempt to metabolize chemicals in its parent bodies' bloodstream,
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/// as opposed to a solution container on the metabolizing entity itself.
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/// From which solution will this metabolizer attempt to metabolize chemicals
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/// </summary>
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[DataField("solution")]
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public string SolutionName { get; set; } = SharedBloodstreamComponent.DefaultSolutionName;
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/// <summary>
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/// A dictionary mapping reagent string IDs to a list of effects & associated metabolism rate.
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/// Does this component use a solution on it's parent entity (the body) or itself
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/// </summary>
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/// <returns></returns>
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[DataField("metabolisms", required: true, customTypeSerializer:typeof(PrototypeIdDictionarySerializer<ReagentEffectsEntry, ReagentPrototype>))]
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public Dictionary<string, ReagentEffectsEntry> Metabolisms = default!;
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/// <remarks>
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/// Most things will use the parent entity (bloodstream).
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/// </remarks>
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[DataField("solutionOnBody")]
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public bool SolutionOnBody = true;
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/// <summary>
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/// List of metabolizer types that this organ is. ex. Human, Slime, Felinid, w/e.
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/// </summary>
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[DataField("metabolizerTypes", customTypeSerializer:typeof(PrototypeIdHashSetSerializer<MetabolizerTypePrototype>))]
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public HashSet<string>? MetabolizerTypes = null;
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/// <summary>
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/// A list of metabolism groups that this metabolizer will act on, in order of precedence.
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/// </summary>
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[DataField("groups", required: true)]
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public List<MetabolismGroupEntry> MetabolismGroups = default!;
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}
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/// <summary>
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/// Contains data about how a metabolizer will metabolize a single group.
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/// This allows metabolizers to remove certain groups much faster, or not at all.
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/// </summary>
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[DataDefinition]
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public class ReagentEffectsEntry
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public class MetabolismGroupEntry
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{
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/// <summary>
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/// Amount of reagent to metabolize, per metabolism cycle.
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/// </summary>
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[DataField("metabolismRate")]
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public FixedPoint2 MetabolismRate = FixedPoint2.New(1.0f);
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[DataField("id", required: true, customTypeSerializer:typeof(PrototypeIdSerializer<MetabolismGroupPrototype>))]
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public string Id = default!;
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/// <summary>
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/// A list of effects to apply when these reagents are metabolized.
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/// </summary>
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[DataField("effects", required: true)]
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public ReagentEffect[] Effects = default!;
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[DataField("rateModifier")]
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public FixedPoint2 MetabolismRateModifier = 1.0;
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}
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}
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@@ -1,5 +1,8 @@
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.Body.Circulatory;
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using Content.Server.Body.Mechanism;
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using Content.Server.Chemistry.Components.SolutionManager;
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using Content.Server.Chemistry.EntitySystems;
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using Content.Shared.Body.Components;
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using Content.Shared.Body.Mechanism;
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@@ -9,6 +12,7 @@ using Content.Shared.FixedPoint;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Body.Metabolism
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{
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@@ -16,9 +20,8 @@ namespace Content.Server.Body.Metabolism
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[UsedImplicitly]
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public class MetabolizerSystem : EntitySystem
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{
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[Dependency]
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private readonly SolutionContainerSystem _solutionContainerSystem = default!;
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[Dependency] private readonly SolutionContainerSystem _solutionContainerSystem = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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public override void Initialize()
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{
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@@ -29,7 +32,20 @@ namespace Content.Server.Body.Metabolism
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private void OnMetabolizerInit(EntityUid uid, MetabolizerComponent component, ComponentInit args)
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{
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_solutionContainerSystem.EnsureSolution(uid, component.SolutionName);
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if (!component.SolutionOnBody)
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{
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_solutionContainerSystem.EnsureSolution(uid, component.SolutionName);
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}
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else
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{
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if (EntityManager.TryGetComponent<MechanismComponent>(uid, out var mech))
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{
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if (mech.Body != null)
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{
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_solutionContainerSystem.EnsureSolution(mech.Body.OwnerUid, component.SolutionName);
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}
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}
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}
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}
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public override void Update(float frameTime)
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@@ -43,80 +59,96 @@ namespace Content.Server.Body.Metabolism
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// Only update as frequently as it should
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if (metab.AccumulatedFrametime >= metab.UpdateFrequency)
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{
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metab.AccumulatedFrametime = 0.0f;
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TryMetabolize(metab);
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metab.AccumulatedFrametime -= metab.UpdateFrequency;
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TryMetabolize(metab.OwnerUid, metab);
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}
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}
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}
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private void TryMetabolize(MetabolizerComponent comp)
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private void TryMetabolize(EntityUid uid, MetabolizerComponent? meta=null, MechanismComponent? mech=null)
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{
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var owner = comp.Owner;
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IReadOnlyList<Solution.ReagentQuantity> reagentList = new List<Solution.ReagentQuantity>();
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Solution? solution = null;
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SharedBodyComponent? body = null;
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if (!Resolve(uid, ref meta))
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return;
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// if this field is passed we should try and take from the bloodstream over anything else
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if (owner.TryGetComponent<SharedMechanismComponent>(out var mech))
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Resolve(uid, ref mech, false);
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// First step is get the solution we actually care about
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Solution? solution = null;
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EntityUid? solutionEntityUid = null;
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SolutionContainerManagerComponent? manager = null;
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if (meta.SolutionOnBody)
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{
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body = mech.Body;
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if (body != null)
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if (mech != null)
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{
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if (body.Owner.HasComponent<BloodstreamComponent>()
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&& _solutionContainerSystem.TryGetSolution(body.OwnerUid, comp.SolutionName, out solution)
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&& solution.CurrentVolume >= FixedPoint2.Zero)
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var body = mech.Body;
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if (body != null)
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{
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reagentList = solution.Contents;
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if (!Resolve(body.OwnerUid, ref manager, false))
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return;
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_solutionContainerSystem.TryGetSolution(body.OwnerUid, meta.SolutionName, out solution, manager);
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solutionEntityUid = body.OwnerUid;
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}
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}
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}
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if (solution == null || reagentList.Count == 0)
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else
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{
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// We're all outta ideas on where to metabolize from
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return;
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if (!Resolve(uid, ref manager, false))
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return;
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_solutionContainerSystem.TryGetSolution(uid, meta.SolutionName, out solution, manager);
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solutionEntityUid = uid;
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}
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List<Solution.ReagentQuantity> removeReagents = new(5);
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var ent = body?.Owner ?? owner;
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// Run metabolism for each reagent, remove metabolized reagents
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foreach (var reagent in reagentList)
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if (solutionEntityUid == null || solution == null)
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return;
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// we found our guy
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foreach (var reagent in solution.Contents.ToArray())
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{
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if (!comp.Metabolisms.ContainsKey(reagent.ReagentId))
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if (!_prototypeManager.TryIndex<ReagentPrototype>(reagent.ReagentId, out var proto))
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continue;
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var metabolism = comp.Metabolisms[reagent.ReagentId];
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// Run metabolism code for each reagent
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foreach (var effect in metabolism.Effects)
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{
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var conditionsMet = true;
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if (effect.Conditions != null)
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{
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// yes this is 3 nested for loops, but all of these lists are
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// basically guaranteed to be small or empty
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foreach (var condition in effect.Conditions)
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{
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if (!condition.Condition(ent, reagent))
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{
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conditionsMet = false;
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break;
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}
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}
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}
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if (proto.Metabolisms == null)
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continue;
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if (!conditionsMet)
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// loop over all our groups and see which ones apply
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FixedPoint2 mostToRemove = FixedPoint2.Zero;
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foreach (var group in meta.MetabolismGroups)
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{
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if (!proto.Metabolisms.Keys.Contains(group.Id))
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continue;
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// If we're part of a body, pass that entity to Metabolize
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// Otherwise, just pass our owner entity, maybe we're a plant or something
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effect.Metabolize(ent, reagent);
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var entry = proto.Metabolisms[group.Id];
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// we don't remove reagent for every group, just whichever had the biggest rate
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if (entry.MetabolismRate > mostToRemove)
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mostToRemove = entry.MetabolismRate;
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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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bool failed = false;
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var quant = new Solution.ReagentQuantity(reagent.ReagentId, reagent.Quantity);
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if (effect.Conditions != null)
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{
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foreach (var cond in effect.Conditions)
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{
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if (!cond.Condition(solutionEntityUid.Value, meta.OwnerUid, quant, EntityManager))
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failed = true;
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}
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if (failed)
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continue;
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}
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effect.Metabolize(solutionEntityUid.Value, meta.OwnerUid, quant, EntityManager);
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}
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}
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removeReagents.Add(new Solution.ReagentQuantity(reagent.ReagentId, metabolism.MetabolismRate));
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// remove a certain amount of reagent
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if (mostToRemove > FixedPoint2.Zero)
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_solutionContainerSystem.TryRemoveReagent(solutionEntityUid.Value, solution, reagent.ReagentId, mostToRemove);
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}
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_solutionContainerSystem.TryRemoveAllReagents(ent.Uid, solution, removeReagents);
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}
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}
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}
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