Convert StomachBehavior to a component/system + rejig body namespaces (#5249)
* Convert StomachBehavior to a component/system + rejig body namespaces * test * slightly more namespace changes * remove * Hello????? * fuck you github test runner * reviews * oobsy!
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69
Content.Server/Body/Components/StomachComponent.cs
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69
Content.Server/Body/Components/StomachComponent.cs
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using System.Collections.Generic;
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using Content.Server.Body.Systems;
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using Content.Shared.Body.Components;
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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.ViewVariables;
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namespace Content.Server.Body.Components
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{
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[RegisterComponent, Friend(typeof(StomachSystem))]
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public class StomachComponent : Component
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{
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public override string Name => "Stomach";
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public float AccumulatedFrameTime;
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/// <summary>
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/// How fast should this component update, in seconds?
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/// </summary>
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[DataField("updateInterval")]
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public float UpdateInterval = 1.0f;
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/// <summary>
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/// What solution should this stomach push reagents into, on the body?
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/// </summary>
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[DataField("bodySolutionName")]
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public string BodySolutionName = SharedBloodstreamComponent.DefaultSolutionName;
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/// <summary>
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/// Initial internal solution storage volume
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/// </summary>
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[DataField("maxVolume")]
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public FixedPoint2 InitialMaxVolume { get; private set; } = FixedPoint2.New(100);
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/// <summary>
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/// Time in seconds between reagents being ingested and them being
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/// transferred to <see cref="SharedBloodstreamComponent"/>
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/// </summary>
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[DataField("digestionDelay")]
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public float DigestionDelay = 20;
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/// <summary>
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/// Used to track how long each reagent has been in the stomach
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/// </summary>
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[ViewVariables]
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public readonly List<ReagentDelta> ReagentDeltas = new();
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/// <summary>
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/// Used to track quantity changes when ingesting & digesting reagents
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/// </summary>
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public class ReagentDelta
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{
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public readonly string ReagentId;
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public readonly FixedPoint2 Quantity;
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public float Lifetime { get; private set; }
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public ReagentDelta(string reagentId, FixedPoint2 quantity)
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{
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ReagentId = reagentId;
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Quantity = quantity;
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Lifetime = 0.0f;
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}
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public void Increment(float delta) => Lifetime += delta;
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}
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}
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}
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