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 Robust.Shared.GameObjects;
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namespace Content.Shared.GameObjects.Components.Body.Behavior
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{
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[RegisterComponent]
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public class BrainBehaviorComponent : MechanismBehaviorComponent
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{
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public override string Name => "Brain";
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public override void Update(float frameTime)
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{
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// TODO BODY
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}
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}
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}
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#nullable enable
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using Content.Shared.GameObjects.Components.Body.Mechanism;
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using Content.Shared.GameObjects.Components.Body.Part;
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namespace Content.Shared.GameObjects.Components.Body.Behavior
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{
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public interface IMechanismBehavior : IHasBody
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{
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IBodyPart? Part { get; }
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/// <summary>
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/// Upward reference to the parent <see cref="IMechanism"/> that this
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/// behavior is attached to.
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/// </summary>
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IMechanism? Mechanism { get; }
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void Update(float frameTime);
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}
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}
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#nullable enable
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using Content.Shared.GameObjects.Components.Body.Mechanism;
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using Content.Shared.GameObjects.Components.Body.Part;
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using Robust.Shared.GameObjects;
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namespace Content.Shared.GameObjects.Components.Body.Behavior
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{
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public abstract class MechanismBehaviorComponent : Component, IMechanismBehavior
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{
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public IBody? Body => Part?.Body;
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public IBodyPart? Part => Mechanism?.Part;
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public IMechanism? Mechanism => Owner.GetComponentOrNull<IMechanism>();
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public abstract void Update(float frameTime);
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/// <summary>
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/// Called when the containing <see cref="IBodyPart"/> is attached to a
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/// <see cref="IBody"/>.
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/// For instance, attaching a head to a body will call this on the brain inside.
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/// </summary>
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public void AddedToBody()
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{
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OnAddedToBody();
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}
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/// <summary>
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/// Called when the parent <see cref="Mechanism"/> is
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/// added into a <see cref="IBodyPart"/>.
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/// For instance, putting a brain into an empty head.
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/// </summary>
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public void AddedToPart()
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{
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OnAddedToPart();
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}
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/// <summary>
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/// Called when the containing <see cref="IBodyPart"/> is removed from a
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/// <see cref="IBody"/>.
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/// For instance, cutting off ones head will call this on the brain inside.
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/// </summary>
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public void RemovedFromBody(IBody old)
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{
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OnRemovedFromBody(old);
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}
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/// <summary>
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/// Called when the parent <see cref="Mechanism"/> is
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/// removed from a <see cref="IBodyPart"/>.
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/// For instance, taking a brain out of ones head.
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/// </summary>
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public void RemovedFromPart(IBodyPart old)
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{
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OnRemovedFromPart(old);
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}
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/// <summary>
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/// Called when the containing <see cref="IBodyPart"/> is attached to a
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/// <see cref="IBody"/>.
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/// For instance, attaching a head to a body will call this on the brain inside.
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/// </summary>
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protected virtual void OnAddedToBody() { }
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/// <summary>
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/// Called when the parent <see cref="Mechanism"/> is
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/// added into a <see cref="IBodyPart"/>.
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/// For instance, putting a brain into an empty head.
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/// </summary>
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protected virtual void OnAddedToPart() { }
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/// <summary>
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/// Called when the containing <see cref="IBodyPart"/> is removed from a
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/// <see cref="IBody"/>.
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/// For instance, cutting off ones head will call this on the brain inside.
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/// </summary>
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protected virtual void OnRemovedFromBody(IBody old) { }
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/// <summary>
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/// Called when the parent <see cref="Mechanism"/> is
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/// removed from a <see cref="IBodyPart"/>.
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/// For instance, taking a brain out of ones head.
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/// </summary>
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protected virtual void OnRemovedFromPart(IBodyPart old) { }
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}
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}
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#nullable enable
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namespace Content.Shared.GameObjects.Components.Body.Behavior
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{
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public abstract class SharedHeartBehaviorComponent : MechanismBehaviorComponent
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{
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public override string Name => "Heart";
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}
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}
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@@ -0,0 +1,39 @@
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#nullable enable
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.GameObjects.Components.Body.Behavior
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{
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public abstract class SharedLungBehaviorComponent : MechanismBehaviorComponent
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{
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public override string Name => "Lung";
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[ViewVariables] public abstract float Temperature { get; }
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[ViewVariables] public abstract float Volume { get; }
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[ViewVariables] public LungStatus Status { get; set; }
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[ViewVariables] public float CycleDelay { get; set; }
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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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serializer.DataField(this, l => l.CycleDelay, "cycleDelay", 2);
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}
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public abstract void Inhale(float frameTime);
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public abstract void Exhale(float frameTime);
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public abstract void Gasp();
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}
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public enum LungStatus
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{
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None = 0,
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Inhaling,
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Exhaling
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}
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}
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#nullable enable
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using System.Collections.Generic;
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using System.Linq;
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using Content.Shared.Chemistry;
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using Content.Shared.GameObjects.Components.Body.Networks;
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using Content.Shared.GameObjects.Components.Chemistry;
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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.Shared.GameObjects.Components.Body.Behavior
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{
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/// <summary>
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/// Where reagents go when ingested. Tracks ingested reagents over time, and
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/// eventually transfers them to <see cref="SharedBloodstreamComponent"/> once digested.
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/// </summary>
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public abstract class SharedStomachBehaviorComponent : MechanismBehaviorComponent
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{
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public override string Name => "Stomach";
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private float _accumulatedFrameTime;
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/// <summary>
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/// Updates digestion status of ingested reagents.
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/// Once reagents surpass _digestionDelay they are moved to the
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/// bloodstream, where they are then metabolized.
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/// </summary>
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/// <param name="frameTime">
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/// The time since the last update in seconds.
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/// </param>
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public override void Update(float frameTime)
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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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_accumulatedFrameTime += frameTime;
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// Update at most once per second
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if (_accumulatedFrameTime < 1)
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{
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return;
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}
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_accumulatedFrameTime -= 1;
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if (!Body.Owner.TryGetComponent(out SharedSolutionContainerComponent? solution) ||
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!Body.Owner.TryGetComponent(out SharedBloodstreamComponent? bloodstream))
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{
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return;
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}
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// Add reagents ready for transfer to bloodstream to transferSolution
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var transferSolution = new Solution();
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// Use ToList here to remove entries while iterating
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foreach (var delta in _reagentDeltas.ToList())
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{
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//Increment lifetime of reagents
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delta.Increment(frameTime);
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if (delta.Lifetime > _digestionDelay)
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{
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solution.TryRemoveReagent(delta.ReagentId, delta.Quantity);
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transferSolution.AddReagent(delta.ReagentId, delta.Quantity);
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_reagentDeltas.Remove(delta);
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}
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}
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// Transfer digested reagents to bloodstream
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bloodstream.TryTransferSolution(transferSolution);
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}
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/// <summary>
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/// Max volume of internal solution storage
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/// </summary>
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public ReagentUnit MaxVolume
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{
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get => Owner.TryGetComponent(out SharedSolutionContainerComponent? solution) ? solution.MaxVolume : ReagentUnit.Zero;
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set
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{
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if (Owner.TryGetComponent(out SharedSolutionContainerComponent? solution))
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{
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solution.MaxVolume = value;
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}
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}
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}
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/// <summary>
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/// Initial internal solution storage volume
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/// </summary>
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[ViewVariables]
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protected ReagentUnit InitialMaxVolume { get; private set; }
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/// <summary>
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/// Time in seconds between reagents being ingested and them being
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/// transferred to <see cref="SharedBloodstreamComponent"/>
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/// </summary>
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[ViewVariables]
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private float _digestionDelay;
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/// <summary>
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/// Used to track how long each reagent has been in the stomach
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/// </summary>
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[ViewVariables]
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private readonly List<ReagentDelta> _reagentDeltas = new List<ReagentDelta>();
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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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serializer.DataField(this, s => s.InitialMaxVolume, "maxVolume", ReagentUnit.New(100));
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serializer.DataField(ref _digestionDelay, "digestionDelay", 20);
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}
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public bool CanTransferSolution(Solution solution)
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{
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if (!Owner.TryGetComponent(out SharedSolutionContainerComponent? solutionComponent))
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{
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return false;
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}
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// TODO: For now no partial transfers. Potentially change by design
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if (!solutionComponent.CanAddSolution(solution))
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{
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return false;
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}
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return true;
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}
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public bool TryTransferSolution(Solution solution)
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{
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if (!CanTransferSolution(solution))
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return false;
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if (!Owner.TryGetComponent(out SharedSolutionContainerComponent? solutionComponent))
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{
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return false;
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}
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// Add solution to _stomachContents
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solutionComponent.TryAddSolution(solution, false, true);
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// Add each reagent to _reagentDeltas. Used to track how long each reagent has been in the stomach
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foreach (var reagent in solution.Contents)
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{
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_reagentDeltas.Add(new ReagentDelta(reagent.ReagentId, reagent.Quantity));
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}
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return true;
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}
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/// <summary>
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/// Used to track quantity changes when ingesting & digesting reagents
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/// </summary>
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protected class ReagentDelta
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{
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public readonly string ReagentId;
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public readonly ReagentUnit Quantity;
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public float Lifetime { get; private set; }
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public ReagentDelta(string reagentId, ReagentUnit quantity)
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{
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ReagentId = reagentId;
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Quantity = quantity;
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Lifetime = 0.0f;
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}
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public void Increment(float delta) => Lifetime += delta;
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}
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}
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}
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