Change all of body system to use entities and components (#2074)
* Early commit * Early commit 2 * merging master broke my git * does anyone even read these * life is fleeting * it just works * this time passing integration tests * Remove hashset yaml serialization for now * You got a license for those nullables? * No examine, no context menu, part and mechanism parenting and visibility * Fix wrong brain sprite state * Removing layers was a mistake * just tear body system a new one and see if it still breathes * Remove redundant code * Add that comment back * Separate damage and body, component states, stomach rework * Add containers for body parts * Bring layers back pls * Fix parts magically changing color * Reimplement sprite layer visibility * Fix tests * Add leg test * Active legs is gone Crab rave * Merge fixes, rename DamageState to CurrentState * Remove IShowContextMenu and ICanExamine
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using Content.Shared.GameObjects.Components.Body.Behavior;
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using Content.Shared.GameObjects.Components.Body.Networks;
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using Robust.Shared.GameObjects;
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namespace Content.Server.GameObjects.Components.Body.Behavior
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedHeartBehaviorComponent))]
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public class HeartBehaviorComponent : SharedHeartBehaviorComponent
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{
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private float _accumulatedFrameTime;
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public override void Update(float frameTime)
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{
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// TODO BODY do between pre and metabolism
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if (Mechanism?.Body == null ||
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!Mechanism.Body.Owner.HasComponent<SharedBloodstreamComponent>())
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{
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return;
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}
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// Update at most once per second
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_accumulatedFrameTime += frameTime;
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// TODO: Move/accept/process bloodstream reagents only when the heart is pumping
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if (_accumulatedFrameTime >= 1)
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{
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// bloodstream.Update(_accumulatedFrameTime);
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_accumulatedFrameTime -= 1;
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}
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}
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}
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}
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@@ -0,0 +1,188 @@
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#nullable enable
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using System;
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using System.Linq;
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using Content.Server.Atmos;
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using Content.Server.GameObjects.Components.Body.Circulatory;
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using Content.Server.Utility;
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using Content.Shared.Atmos;
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using Content.Shared.GameObjects.Components.Body.Behavior;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Body.Behavior
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedLungBehaviorComponent))]
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public class LungBehaviorComponent : SharedLungBehaviorComponent
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{
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private float _accumulatedFrameTime;
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[ViewVariables] public GasMixture Air { get; set; } = default!;
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[ViewVariables] public override float Temperature => Air.Temperature;
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[ViewVariables] public override float Volume => Air.Volume;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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Air = new GasMixture {Temperature = Atmospherics.NormalBodyTemperature};
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serializer.DataReadWriteFunction(
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"volume",
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6,
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vol => Air.Volume = vol,
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() => Air.Volume);
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serializer.DataReadWriteFunction(
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"temperature",
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Atmospherics.NormalBodyTemperature,
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temp => Air.Temperature = temp,
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() => Air.Temperature);
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}
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public override void Gasp()
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{
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Owner.PopupMessageEveryone("Gasp");
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Inhale(CycleDelay);
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}
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public void Transfer(GasMixture from, GasMixture to, float ratio)
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{
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var removed = from.RemoveRatio(ratio);
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var toOld = to.Gases.ToArray();
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to.Merge(removed);
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for (var gas = 0; gas < Atmospherics.TotalNumberOfGases; gas++)
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{
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var newAmount = to.GetMoles(gas);
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var oldAmount = toOld[gas];
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var delta = newAmount - oldAmount;
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removed.AdjustMoles(gas, -delta);
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}
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from.Merge(removed);
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}
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public void ToBloodstream(GasMixture mixture)
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{
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if (Body == null)
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{
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return;
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}
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if (!Body.Owner.TryGetComponent(out BloodstreamComponent? bloodstream))
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{
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return;
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}
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var to = bloodstream.Air;
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to.Merge(mixture);
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mixture.Clear();
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}
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public override void Update(float frameTime)
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{
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if (Status == LungStatus.None)
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{
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Status = LungStatus.Inhaling;
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}
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_accumulatedFrameTime += Status switch
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{
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LungStatus.Inhaling => frameTime,
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LungStatus.Exhaling => -frameTime,
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_ => throw new ArgumentOutOfRangeException()
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};
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var absoluteTime = Math.Abs(_accumulatedFrameTime);
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var delay = CycleDelay;
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if (absoluteTime < delay)
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{
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return;
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}
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switch (Status)
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{
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case LungStatus.Inhaling:
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Inhale(absoluteTime);
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Status = LungStatus.Exhaling;
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break;
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case LungStatus.Exhaling:
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Exhale(absoluteTime);
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Status = LungStatus.Inhaling;
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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_accumulatedFrameTime = absoluteTime - delay;
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}
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public override void Inhale(float frameTime)
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{
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if (!Owner.Transform.Coordinates.TryGetTileAir(out var tileAir))
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{
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return;
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}
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Inhale(frameTime, tileAir);
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}
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public void Inhale(float frameTime, GasMixture from)
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{
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var ratio = Atmospherics.BreathPercentage * frameTime;
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Transfer(from, Air, ratio);
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ToBloodstream(Air);
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}
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public override void Exhale(float frameTime)
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{
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if (!Owner.Transform.Coordinates.TryGetTileAir(out var tileAir))
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{
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return;
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}
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Exhale(frameTime, tileAir);
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}
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public void Exhale(float frameTime, GasMixture to)
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{
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// TODO: Make the bloodstream separately pump toxins into the lungs, making the lungs' only job to empty.
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if (Body == null)
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{
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return;
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}
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if (!Body.Owner.TryGetComponent(out BloodstreamComponent? bloodstream))
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{
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return;
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}
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bloodstream.PumpToxins(Air);
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var lungRemoved = Air.RemoveRatio(0.5f);
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var toOld = to.Gases.ToArray();
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to.Merge(lungRemoved);
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for (var gas = 0; gas < Atmospherics.TotalNumberOfGases; gas++)
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{
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var newAmount = to.GetMoles(gas);
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var oldAmount = toOld[gas];
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var delta = newAmount - oldAmount;
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lungRemoved.AdjustMoles(gas, -delta);
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}
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Air.Merge(lungRemoved);
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}
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}
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}
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@@ -0,0 +1,24 @@
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using Content.Server.GameObjects.Components.Chemistry;
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using Content.Shared.GameObjects.Components.Body.Behavior;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Log;
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namespace Content.Server.GameObjects.Components.Body.Behavior
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedStomachBehaviorComponent))]
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public class StomachBehaviorComponent : SharedStomachBehaviorComponent
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{
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protected override void Startup()
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{
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base.Startup();
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if (!Owner.EnsureComponent(out SolutionContainerComponent solution))
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{
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Logger.Warning($"Entity {Owner} at {Owner.Transform.MapPosition} didn't have a {nameof(SolutionContainerComponent)}");
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}
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solution.MaxVolume = InitialMaxVolume;
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}
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}
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}
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