Metabolism refactor (#4395)

* metabolism -> respirator, add reageanteffect and reagenteffectcondition, start on metabolizercomp/system

* move LiverBehavior metabolism logic to Metabolizer

* minor tweaks and update all YAML

* how about actually taking conditions into account

* off by one

* removals

* reviews
This commit is contained in:
mirrorcult
2021-07-31 04:50:32 -07:00
committed by GitHub
parent dc18997bf8
commit 8aa4f998de
36 changed files with 572 additions and 558 deletions

View File

@@ -1,7 +1,6 @@
using System.Linq;
using Content.Server.Body.Circulatory;
using Content.Shared.Body.Networks;
using Content.Shared.Chemistry.Metabolizable;
using Content.Shared.Chemistry.Reagent;
using Robust.Shared.IoC;
using Robust.Shared.Prototypes;
@@ -13,52 +12,8 @@ namespace Content.Server.Body.Behavior
/// </summary>
public class LiverBehavior : MechanismBehavior
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
private float _accumulatedFrameTime;
/// <summary>
/// Delay time that determines how often to metabolise blood contents (in seconds).
/// </summary>
private float _updateIntervalSeconds = 1.0f;
/// <summary>
/// Whether the liver is functional.
/// </summary>
//[ViewVariables] private bool _liverFailing = false;
/// <summary>
/// Modifier for alcohol damage.
/// </summary>
//[DataField("alcoholLethality")]
//[ViewVariables] private float _alcoholLethality = 0.005f;
/// <summary>
/// Modifier for alcohol damage.
/// </summary>
//[DataField("alcoholExponent")]
//[ViewVariables] private float _alcoholExponent = 1.6f;
/// <summary>
/// Toxin volume that can be purged without damage.
/// </summary>
//[DataField("toxinTolerance")]
//[ViewVariables] private float _toxinTolerance = 3f;
/// <summary>
/// Toxin damage modifier.
/// </summary>
//[DataField("toxinLethality")]
//[ViewVariables] private float _toxinLethality = 0.01f;
/// <summary>
/// Loops through each reagent in _internalSolution,
/// and calls <see cref="IMetabolizable.Metabolize"/> for each of them.
/// Also handles toxins and alcohol.
/// </summary>
/// <param name="frameTime">
/// The time since the last update in seconds.
/// </param>
public override void Update(float frameTime)
{
if (Body == null)
@@ -68,51 +23,13 @@ namespace Content.Server.Body.Behavior
_accumulatedFrameTime += frameTime;
// Update at most once every _updateIntervalSeconds
if (_accumulatedFrameTime < _updateIntervalSeconds)
// Update at most once per second
if (_accumulatedFrameTime < 1)
{
return;
}
_accumulatedFrameTime -= _updateIntervalSeconds;
if (!Body.Owner.TryGetComponent(out BloodstreamComponent? bloodstream))
{
return;
}
if (bloodstream.Solution.CurrentVolume <= ReagentUnit.Zero)
{
return;
}
// Run metabolism for each reagent, remove metabolized reagents
// Using ToList here lets us edit reagents while iterating
foreach (var reagent in bloodstream.Solution.ReagentList.ToList())
{
if (!_prototypeManager.TryIndex(reagent.ReagentId, out ReagentPrototype? prototype))
{
continue;
}
// How much reagent is available to metabolise?
// This needs to be passed to other functions that have metabolism rate information, such that they don't "overmetabolise" a reagent.
var availableReagent = bloodstream.Solution.Solution.GetReagentQuantity(reagent.ReagentId);
//TODO BODY Check if it's a Toxin. If volume < _toxinTolerance, just remove it. If greater, add damage = volume * _toxinLethality
//TODO BODY Check if it has BoozePower > 0. Affect drunkenness, apply damage. Proposed formula (SS13-derived): damage = sqrt(volume) * BoozePower^_alcoholExponent * _alcoholLethality / 10
//TODO BODY Liver failure.
//TODO Make sure reagent prototypes actually have the toxin and boozepower vars set.
// Run metabolism code for each reagent
foreach (var metabolizable in prototype.Metabolism)
{
var reagentDelta = metabolizable.Metabolize(Body.Owner, reagent.ReagentId, _updateIntervalSeconds, availableReagent);
bloodstream.Solution.TryRemoveReagent(reagent.ReagentId, reagentDelta);
availableReagent -= reagentDelta;
}
}
_accumulatedFrameTime -= 1;
}
}
}