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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Content.Shared/Chemistry/Reagent/ReagentEffect.cs
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23
Content.Shared/Chemistry/Reagent/ReagentEffect.cs
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using System.Collections.Generic;
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using Content.Shared.Chemistry.Reagent;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Shared.Chemistry.Reagent
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{
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/// <summary>
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/// Reagent effects describe behavior that occurs when a reagent is ingested and metabolized by some
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/// organ. They only trigger when their conditions (<see cref="ReagentEffectCondition"/>
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/// </summary>
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[ImplicitDataDefinitionForInheritors]
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public abstract class ReagentEffect
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{
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/// <summary>
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/// The list of conditions required for the effect to activate. Not required.
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/// </summary>
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[DataField("conditions")]
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public ReagentEffectCondition[]? Conditions;
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public abstract void Metabolize(IEntity solutionEntity, Solution.Solution.ReagentQuantity amount);
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}
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}
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Content.Shared/Chemistry/Reagent/ReagentEffectCondition.cs
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Content.Shared/Chemistry/Reagent/ReagentEffectCondition.cs
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using Content.Shared.Body.Components;
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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.Shared.Chemistry.Reagent
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{
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[ImplicitDataDefinitionForInheritors]
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public abstract class ReagentEffectCondition
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{
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public abstract bool Condition(IEntity solutionEntity, Solution.Solution.ReagentQuantity reagent);
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}
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}
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@@ -1,7 +1,6 @@
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using System;
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using System.Collections.Generic;
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using Content.Shared.Botany;
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using Content.Shared.Chemistry.Metabolizable;
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using Content.Shared.Chemistry.Reaction;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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@@ -16,9 +15,6 @@ namespace Content.Shared.Chemistry.Reagent
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[DataDefinition]
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public class ReagentPrototype : IPrototype
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{
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[DataField("metabolism", serverOnly: true)]
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private readonly List<IMetabolizable> _metabolism = new() {new DefaultMetabolizable()};
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[DataField("tileReactions", serverOnly: true)]
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private readonly List<ITileReaction> _tileReactions = new(0);
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@@ -60,7 +56,6 @@ namespace Content.Shared.Chemistry.Reagent
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public string SpriteReplacementPath { get; } = string.Empty;
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//List of metabolism effects this reagent has, should really only be used server-side.
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public IReadOnlyList<IMetabolizable> Metabolism => _metabolism;
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public IReadOnlyList<ITileReaction> TileReactions => _tileReactions;
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public IReadOnlyList<IPlantMetabolizable> PlantMetabolism => _plantMetabolism;
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