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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@@ -4,7 +4,7 @@ using Content.Shared.Emoting;
using Content.Shared.Interaction.Events;
using Content.Shared.Inventory.Events;
using Content.Shared.Item;
using Content.Shared.Metabolism.Events;
using Content.Shared.Body.Metabolism;
using Content.Shared.Movement;
using Content.Shared.Speech;
using Content.Shared.Throwing;

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@@ -1,6 +1,6 @@
using Robust.Shared.GameObjects;
namespace Content.Shared.Metabolism.Events
namespace Content.Shared.Body.Metabolism
{
public class ShiverAttemptEvent : CancellableEntityEventArgs
{

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@@ -1,6 +1,6 @@
using Robust.Shared.GameObjects;
namespace Content.Shared.Metabolism.Events
namespace Content.Shared.Body.Metabolism
{
public class SweatAttemptEvent : CancellableEntityEventArgs
{

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@@ -1,36 +0,0 @@
using Content.Shared.Chemistry.Reagent;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Shared.Chemistry.Metabolizable
{
/// <summary>
/// Default metabolization for reagents. Returns the amount of reagents metabolized without applying effects.
/// Metabolizes reagents at a constant rate, limited by how much is available. Other classes are derived from
/// this class, so that they do not need their own metabolization quantity calculation.
/// </summary>
[DataDefinition]
public class DefaultMetabolizable : IMetabolizable
{
/// <summary>
/// Rate of metabolism in units / second
/// </summary>
[DataField("rate")] public ReagentUnit MetabolismRate { get; set; } = ReagentUnit.New(1);
public virtual ReagentUnit Metabolize(IEntity solutionEntity, string reagentId, float tickTime, ReagentUnit availableReagent)
{
// How much reagent should we metabolize
// The default behaviour is to metabolize at a constant rate, independent of the quantity of reagents.
var amountMetabolized = MetabolismRate * tickTime;
// is that much reagent actually available?
if (availableReagent < amountMetabolized)
{
return availableReagent;
}
return amountMetabolized;
}
}
}

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@@ -1,23 +0,0 @@
using Content.Shared.Chemistry.Reagent;
using Robust.Shared.GameObjects;
namespace Content.Shared.Chemistry.Metabolizable
{
/// <summary>
/// Metabolism behavior for a reagent.
/// </summary>
public interface IMetabolizable
{
/// <summary>
/// Metabolize the attached reagent. Return the amount of reagent to be removed from the solution.
/// You shouldn't remove the reagent yourself to avoid invalidating the iterator of the metabolism
/// organ that is processing it's reagents.
/// </summary>
/// <param name="solutionEntity">The entity containing the solution.</param>
/// <param name="reagentId">The reagent id</param>
/// <param name="tickTime">The time since the last metabolism tick in seconds.</param>
/// <param name="availableReagent">Reagent available to be metabolized.</param>
/// <returns>The amount of reagent to be removed. The metabolizing organ should handle removing the reagent.</returns>
ReagentUnit Metabolize(IEntity solutionEntity, string reagentId, float tickTime, ReagentUnit availableReagent);
}
}

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@@ -0,0 +1,23 @@
using System.Collections.Generic;
using Content.Shared.Chemistry.Reagent;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
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"/>
/// </summary>
[ImplicitDataDefinitionForInheritors]
public abstract class ReagentEffect
{
/// <summary>
/// The list of conditions required for the effect to activate. Not required.
/// </summary>
[DataField("conditions")]
public ReagentEffectCondition[]? Conditions;
public abstract void Metabolize(IEntity solutionEntity, Solution.Solution.ReagentQuantity amount);
}
}

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@@ -0,0 +1,13 @@
using Content.Shared.Body.Components;
using Content.Shared.Chemistry.Solution;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Shared.Chemistry.Reagent
{
[ImplicitDataDefinitionForInheritors]
public abstract class ReagentEffectCondition
{
public abstract bool Condition(IEntity solutionEntity, Solution.Solution.ReagentQuantity reagent);
}
}

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@@ -1,7 +1,6 @@
using System;
using System.Collections.Generic;
using Content.Shared.Botany;
using Content.Shared.Chemistry.Metabolizable;
using Content.Shared.Chemistry.Reaction;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
@@ -16,9 +15,6 @@ namespace Content.Shared.Chemistry.Reagent
[DataDefinition]
public class ReagentPrototype : IPrototype
{
[DataField("metabolism", serverOnly: true)]
private readonly List<IMetabolizable> _metabolism = new() {new DefaultMetabolizable()};
[DataField("tileReactions", serverOnly: true)]
private readonly List<ITileReaction> _tileReactions = new(0);
@@ -60,7 +56,6 @@ namespace Content.Shared.Chemistry.Reagent
public string SpriteReplacementPath { get; } = string.Empty;
//List of metabolism effects this reagent has, should really only be used server-side.
public IReadOnlyList<IMetabolizable> Metabolism => _metabolism;
public IReadOnlyList<ITileReaction> TileReactions => _tileReactions;
public IReadOnlyList<IPlantMetabolizable> PlantMetabolism => _plantMetabolism;