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
This commit is contained in:
mirrorcult
2021-11-08 15:33:45 -07:00
committed by GitHub
parent f5b11d6af8
commit 31d622f941
53 changed files with 969 additions and 912 deletions

View File

@@ -1,5 +1,7 @@
using System.Collections.Generic;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.Reagent;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
@@ -7,9 +9,10 @@ namespace Content.Shared.Chemistry.Reagent
{
/// <summary>
/// Reagent effects describe behavior that occurs when a reagent is ingested and metabolized by some
/// organ. They only trigger when their conditions (<see cref="ReagentEffectCondition"/>
/// organ. They only trigger when all of <see cref="Conditions"/> are satisfied.
/// </summary>
[ImplicitDataDefinitionForInheritors]
[MeansImplicitUse]
public abstract class ReagentEffect
{
/// <summary>
@@ -18,6 +21,6 @@ namespace Content.Shared.Chemistry.Reagent
[DataField("conditions")]
public ReagentEffectCondition[]? Conditions;
public abstract void Metabolize(IEntity solutionEntity, Components.Solution.ReagentQuantity amount);
public abstract void Metabolize(EntityUid solutionEntity, EntityUid organEntity, Solution.ReagentQuantity reagent, IEntityManager entityManager);
}
}