* ECS and damage Data * Comments and newlines * Added Comments * Make TryChangeDamageEvent immutable * Remove SetAllDamage event Use public SetAllDamage function instead * Undo destructible mistakes That was some shit code. * Rename DamageData to DamageSpecifier And misc small edits misc * Cache trigger prototypes. * Renaming destructible classes & functions * Revert "Cache trigger prototypes." This reverts commit 86bae15ba6616884dba75f552dfdfbe2d1fb6586. * Replace prototypes with prototype IDs. * Split damage.yml into individual files * move get/handle component state to system * Update HealthChange doc * Make godmode call Dirty() on damageable component * Add Initialize() to fix damage test * Make non-static * uncache resistance set prototype and trim DamageableComponentState * Remove unnecessary Dirty() calls during initialization * RemoveTryChangeDamageEvent * revert Dirty() * Fix MobState relying on DamageableComponent.Dirty() * Fix DisposalUnit Tests. These were previously failing, but because the async was not await-ed, this never raised the exception. After I fixed MobState component, this exception stopped happening and instead the assertions started being tested & failing * Disposal test 2: electric boogaloo * Fix typos/mistakes also add comments and fix spacing. * Use Uids instead of IEntity * fix merge * Comments, a merge issue, and making some damage ignore resistances * Extend DamageSpecifier and use it for DamageableComponent * fix master merge * Fix Disposal unit test. Again. Snapgrids were removed in master * Execute Exectute
123 lines
4.5 KiB
C#
123 lines
4.5 KiB
C#
using System.Collections.Generic;
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using Content.Server.Body.Circulatory;
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using Content.Shared.Body.Components;
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using Content.Shared.Body.Mechanism;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.EntitySystems;
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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.IoC;
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namespace Content.Server.Body.Metabolism
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{
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// TODO mirror in the future working on mechanisms move updating here to BodySystem so it can be ordered?
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[UsedImplicitly]
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public class MetabolizerSystem : EntitySystem
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{
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[Dependency]
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private readonly SolutionContainerSystem _solutionContainerSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<MetabolizerComponent, ComponentInit>(OnMetabolizerInit);
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}
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private void OnMetabolizerInit(EntityUid uid, MetabolizerComponent component, ComponentInit args)
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{
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_solutionContainerSystem.EnsureSolution(EntityManager.GetEntity(uid), component.SolutionName);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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foreach (var metab in ComponentManager.EntityQuery<MetabolizerComponent>(false))
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{
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metab.AccumulatedFrametime += frameTime;
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// Only update as frequently as it should
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if (metab.AccumulatedFrametime >= metab.UpdateFrequency)
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{
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metab.AccumulatedFrametime = 0.0f;
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TryMetabolize(metab);
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}
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}
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}
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private void TryMetabolize(MetabolizerComponent comp)
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{
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var owner = comp.Owner;
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IReadOnlyList<Solution.ReagentQuantity> reagentList = new List<Solution.ReagentQuantity>();
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Solution? solution = null;
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SharedBodyComponent? body = null;
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var solutionsSys = Get<SolutionContainerSystem>();
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// if this field is passed we should try and take from the bloodstream over anything else
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if (owner.TryGetComponent<SharedMechanismComponent>(out var mech))
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{
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body = mech.Body;
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if (body != null)
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{
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if (body.Owner.HasComponent<BloodstreamComponent>()
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&& solutionsSys.TryGetSolution(body.Owner, comp.SolutionName, out solution)
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&& solution.CurrentVolume >= ReagentUnit.Zero)
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{
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reagentList = solution.Contents;
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}
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}
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}
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if (solution == null || reagentList.Count == 0)
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{
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// We're all outta ideas on where to metabolize from
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return;
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}
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List<Solution.ReagentQuantity> removeReagents = new(5);
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// Run metabolism for each reagent, remove metabolized reagents
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foreach (var reagent in reagentList)
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{
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if (!comp.Metabolisms.ContainsKey(reagent.ReagentId))
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continue;
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var metabolism = comp.Metabolisms[reagent.ReagentId];
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// Run metabolism code for each reagent
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foreach (var effect in metabolism.Effects)
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{
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var ent = body != null ? body.Owner : owner;
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var conditionsMet = true;
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if (effect.Conditions != null)
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{
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// yes this is 3 nested for loops, but all of these lists are
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// basically guaranteed to be small or empty
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foreach (var condition in effect.Conditions)
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{
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if (!condition.Condition(ent, reagent))
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{
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conditionsMet = false;
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break;
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}
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}
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}
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if (!conditionsMet)
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return;
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// If we're part of a body, pass that entity to Metabolize
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// Otherwise, just pass our owner entity, maybe we're a plant or something
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effect.Metabolize(ent, reagent);
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}
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removeReagents.Add(new Solution.ReagentQuantity(reagent.ReagentId, metabolism.MetabolismRate));
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}
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solutionsSys.TryRemoveAllReagents(solution, removeReagents);
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}
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}
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}
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