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
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56
Content.Server/Chemistry/ReagentEffects/HealthChange.cs
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56
Content.Server/Chemistry/ReagentEffects/HealthChange.cs
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using Content.Shared.Chemistry;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Chemistry.Solution;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Components;
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namespace Content.Server.Chemistry.ReagentEffects
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{
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/// <summary>
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/// Default metabolism for medicine reagents. Attempts to find a DamageableComponent on the target,
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/// and to update its damage values.
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/// </summary>
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public class HealthChange : ReagentEffect
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{
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/// <summary>
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/// How much damage is changed when 1u of the reagent is metabolized.
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/// </summary>
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[DataField("healthChange")]
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public float AmountToChange { get; set; } = 1.0f;
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/// <summary>
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/// Class of damage changed, Brute, Burn, Toxin, Airloss.
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/// </summary>
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[DataField("damageClass")]
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public DamageClass DamageType { get; set; } = DamageClass.Brute;
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private float _accumulatedHealth;
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/// <summary>
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/// Changes damage if a DamageableComponent can be found.
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/// </summary>
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public override void Metabolize(IEntity solutionEntity, Solution.ReagentQuantity amount)
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{
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if (solutionEntity.TryGetComponent(out IDamageableComponent? health))
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{
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health.ChangeDamage(DamageType, (int)AmountToChange, true);
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float decHealthChange = (float) (AmountToChange - (int) AmountToChange);
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_accumulatedHealth += decHealthChange;
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if (_accumulatedHealth >= 1)
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{
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health.ChangeDamage(DamageType, 1, true);
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_accumulatedHealth -= 1;
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}
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else if(_accumulatedHealth <= -1)
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{
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health.ChangeDamage(DamageType, -1, true);
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_accumulatedHealth += 1;
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}
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}
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}
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}
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}
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28
Content.Server/Chemistry/ReagentEffects/SatiateHunger.cs
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28
Content.Server/Chemistry/ReagentEffects/SatiateHunger.cs
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using Content.Server.Nutrition.Components;
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using Content.Shared.Chemistry;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Chemistry.Solution;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.Chemistry.ReagentEffects
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{
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/// <summary>
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/// Attempts to find a HungerComponent on the target,
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/// and to update it's hunger values.
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/// </summary>
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public class SatiateHunger : ReagentEffect
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{
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/// <summary>
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/// How much hunger is satiated when 1u of the reagent is metabolized
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/// </summary>
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[DataField("nutritionFactor")] public float NutritionFactor { get; set; } = 3.0f;
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//Remove reagent at set rate, satiate hunger if a HungerComponent can be found
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public override void Metabolize(IEntity solutionEntity, Solution.ReagentQuantity amount)
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{
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if (solutionEntity.TryGetComponent(out HungerComponent? hunger))
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hunger.UpdateFood(NutritionFactor);
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}
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}
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}
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28
Content.Server/Chemistry/ReagentEffects/SatiateThirst.cs
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28
Content.Server/Chemistry/ReagentEffects/SatiateThirst.cs
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using Content.Server.Nutrition.Components;
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using Content.Shared.Chemistry;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Chemistry.Solution;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.Chemistry.ReagentEffects
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{
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/// <summary>
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/// Default metabolism for drink reagents. Attempts to find a ThirstComponent on the target,
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/// and to update it's thirst values.
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/// </summary>
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public class SatiateThirst : ReagentEffect
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{
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/// How much thirst is satiated each metabolism tick. Not currently tied to
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/// rate or anything.
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[DataField("hydrationFactor")]
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public float HydrationFactor { get; set; } = 3.0f;
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/// Satiate thirst if a ThirstComponent can be found
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public override void Metabolize(IEntity solutionEntity, Solution.ReagentQuantity amount)
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{
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if (solutionEntity.TryGetComponent(out ThirstComponent? thirst))
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thirst.UpdateThirst(HydrationFactor);
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}
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}
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}
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