Bug fixes for metabolisable reagents (#4385)
* HealthChangeMetabolism now scales with ticktime and metabolism rate Both Food and Drink metabolisms scale with ticktime, Now HealthChangeMetabolism also does so. Additionally, 'healthChange' now correctly scales with the metabolism rate, so it's description is now correct. * LiverBehaviour now uses correct frameTime Previously, the liver only metabolised reagants once every second, but incorrectly passes the current frameTime to the metabilism function, not 1 second. * Stomach now only transfers non-empty solutions. Makes debugging bloodstream bugs easier if the stomach is not constantly adding empty solution to it. * Fixed StomachBehaviour using wrong SolutionContainerComponent Stomach was using the first SolutionContainerComponent in the owner of the body, instead of the container in the owner of the mechanism (stomach). As a result, it used to use the BloodStreamComponent.Solution as a "Stomach". * Update StomachBehavior.cs Somach now checks if it still contains a reagant, before transferring it. * Added argument to IMetabolizable.Metabolize() Added availableReagent argument to IMetabolizable.Metabolize(), This ensures that this function does not over-metabolize a reagant, which can happen if tickTime*metabolismRate is larger than the available reagant * Revert "Stomach now only transfers non-empty solutions." This reverts commit 2a51e2d87e6e17ab76b48e5316ce501ec05ac061. * Renamed _updateInterval to _updateIntervalSeconds Also modified doc comment specifying units * Fix spelling of healthChangeAmount Changed from healthChangeAmmount to healthChangeAmount * Fixed comment comment used to mention _updateInterval, which has been renamed _updateIntervalSeconds * Fixed typo in comment * fixed typos: reagant -> reagent Most typos were just in comments. * Make metabolizable classes inherit from DefaultMetabolizable Also involved changing around IMetabolizable * Renamed variables metabolismAmount -> amountMetabolized * Updated Comments in DefaultMetabolizable Makes it clearer why DefaultMetabolizable works as it does, and that other classes depend on it.
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@@ -1,11 +1,13 @@
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using Content.Shared.Chemistry.Reagent;
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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.Metabolizable
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{
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/// <summary>
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/// Default metabolism for reagents. Metabolizes the reagent with no effects
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/// Default metabolization for reagents. Returns the amount of reagents metabolized without applying effects.
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/// Metabolizes reagents at a constant rate, limited by how much is available. Other classes are derived from
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/// this class, so that they do not need their own metabolization quantity calculation.
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/// </summary>
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[DataDefinition]
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public class DefaultMetabolizable : IMetabolizable
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@@ -13,12 +15,22 @@ namespace Content.Shared.Chemistry.Metabolizable
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/// <summary>
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/// Rate of metabolism in units / second
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/// </summary>
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[DataField("rate")]
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public double MetabolismRate { get; set; } = 1;
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[DataField("rate")] public ReagentUnit MetabolismRate { get; set; } = ReagentUnit.New(1);
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ReagentUnit IMetabolizable.Metabolize(IEntity solutionEntity, string reagentId, float tickTime)
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public virtual ReagentUnit Metabolize(IEntity solutionEntity, string reagentId, float tickTime, ReagentUnit availableReagent)
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{
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return ReagentUnit.New(MetabolismRate * tickTime);
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// How much reagent should we metabolize
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// The default behaviour is to metabolize at a constant rate, independent of the quantity of reagents.
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var amountMetabolized = MetabolismRate * tickTime;
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// is that much reagent actually available?
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if (availableReagent < amountMetabolized)
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{
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return availableReagent;
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}
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return amountMetabolized;
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}
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}
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}
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@@ -1,4 +1,4 @@
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Chemistry.Reagent;
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using Robust.Shared.GameObjects;
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namespace Content.Shared.Chemistry.Metabolizable
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@@ -16,7 +16,8 @@ namespace Content.Shared.Chemistry.Metabolizable
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/// <param name="solutionEntity">The entity containing the solution.</param>
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/// <param name="reagentId">The reagent id</param>
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/// <param name="tickTime">The time since the last metabolism tick in seconds.</param>
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/// <param name="availableReagent">Reagent available to be metabolized.</param>
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/// <returns>The amount of reagent to be removed. The metabolizing organ should handle removing the reagent.</returns>
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ReagentUnit Metabolize(IEntity solutionEntity, string reagentId, float tickTime);
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ReagentUnit Metabolize(IEntity solutionEntity, string reagentId, float tickTime, ReagentUnit availableReagent);
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}
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}
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