* basic system + convert all plantmetabolism * stragglers * convert all old metabolisms over * fix YAML errors + dumb serialization issue * remove unused thingy * reimplement * add organ type condition * organtype condition but real * cleanups + test fix * metabolismtype -> metabolizertype * solution resilience * fixes * serializer + use entityuid + hashset * this is apparently an entirely different thing * turns out it just works * oops
27 lines
1013 B
C#
27 lines
1013 B
C#
using System.Collections.Generic;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Reagent;
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using JetBrains.Annotations;
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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 all of <see cref="Conditions"/> are satisfied.
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/// </summary>
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[ImplicitDataDefinitionForInheritors]
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[MeansImplicitUse]
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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(EntityUid solutionEntity, EntityUid organEntity, Solution.ReagentQuantity reagent, IEntityManager entityManager);
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}
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}
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