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

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using Content.Shared.Body.Components;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.Chemistry.Solution;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.Chemistry.ReagentEffectConditions
{
/// <summary>
/// Used for implementing reagent effects that require a certain amount of reagent before it should be applied.
/// For instance, overdoses.
/// </summary>
public class ReagentThreshold : ReagentEffectCondition
{
[DataField("min")]
public ReagentUnit Min = ReagentUnit.Zero;
[DataField("max")]
public ReagentUnit Max = ReagentUnit.MaxValue;
public override bool Condition(IEntity solutionEntity, Solution.ReagentQuantity reagent)
{
return reagent.Quantity >= Min && reagent.Quantity < Max;
}
}
}