Adds metabolism effects to pretty much every chem already in the game (#5349)
* pass 1 * a little more reagent effect for breakfast * move lots of stuff around * implements all medicines * implement all cleaning & elements * implement toxins/pyrotechnic * p * linter fixies * fixes + narcotic balancing * fix and standardize * reviews * things
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@@ -6,6 +6,7 @@ using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Shared.Chemistry
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{
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@@ -13,6 +14,7 @@ namespace Content.Shared.Chemistry
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public partial class ChemistrySystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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public void ReactionEntity(EntityUid uid, ReactionMethod method, Solution solution)
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{
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@@ -48,21 +50,10 @@ namespace Content.Shared.Chemistry
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foreach (var effect in entry.Effects)
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{
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bool failed = false;
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foreach (var cond in effect.Conditions ?? new ReagentEffectCondition[] { })
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{
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if (!cond.Condition(args))
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failed = true;
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}
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if (failed)
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if (!effect.ShouldApply(args, _robustRandom))
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continue;
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effect.Metabolize(args);
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// Make sure we still have enough reagent to go...
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if (source != null && !source.ContainsReagent(reagent.ID))
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break;
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}
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}
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}
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