Files
crystall-punk-14/Content.Server/Body/Metabolism/MetabolizerComponent.cs
Ygg01 c209e3f29b Solution refactor (#4407)
* Rename SolutionContainerCaps -> Capability

* Move IExamine event to Chemistry System.

* ECS the ISolutionChange into SolutionChangeEvent

* Unify SolutionContainer into a single shared component

* Replace ISolutionInteraction with SolutionContainerComponent

* Move all methods from SolutionContainer to ChemistrySystem

* Refactor EntitySystem calls to Dependencies

* Refactor SolutionContainer to SolutionManager

* Fix yamls

* Fix test fails

* Fix post merge issues

* Fix various issues with SolutionManager

* More fixes

* Fix more components

* Fix events not being directed

* Fixes for Hypospray

* Separate removal and iteration on Metabolism

* Fix creampie problems

* Address some of sloth's issues

* Refactors for Systems

* Refactored solution location

* Fix tests

* Address more sloth issues

* Fix dependency

* Fix merge conflicts

* Add xmldocs for Capabilities components

* Remove HasSolution/TryGetDefaultSolution and Add/Remove Drainable/Refillable

* Replace Grindable/Juiceable with Extractable

* Refactor field names

* Fix Drainable

* Fix some issues with spillable and injector

* Fix issues with Grinder

* Fix Beaker having duplicate solutions

* Fix foaming

* Address some MGS issues

* Fix Uid issues

* Fix errors in solution Tranfer

* Fixed some extra values constant values

* Cola is drinkable now
2021-09-06 23:49:44 +10:00

59 lines
2.2 KiB
C#

using System.Collections.Generic;
using System.ComponentModel.DataAnnotations;
using Content.Shared.Body.Networks;
using Content.Shared.Chemistry.Reagent;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Dictionary;
namespace Content.Server.Body.Metabolism
{
/// <summary>
/// Handles metabolizing various reagents with given effects.
/// </summary>
[RegisterComponent]
public class MetabolizerComponent : Component
{
public override string Name => "Metabolizer";
public float AccumulatedFrametime = 0.0f;
/// <summary>
/// How often to metabolize reagents, in seconds.
/// </summary>
/// <returns></returns>
[DataField("updateFrequency")]
public float UpdateFrequency = 1.0f;
/// <summary>
/// From which solution will this metabolizer attempt to metabolize chemicals in its parent bodies' bloodstream,
/// as opposed to a solution container on the metabolizing entity itself.
/// </summary>
[DataField("solution")]
public string SolutionName { get; set; } = SharedBloodstreamComponent.DefaultSolutionName;
/// <summary>
/// A dictionary mapping reagent string IDs to a list of effects & associated metabolism rate.
/// </summary>
/// <returns></returns>
[DataField("metabolisms", required: true, customTypeSerializer:typeof(PrototypeIdDictionarySerializer<ReagentEffectsEntry, ReagentPrototype>))]
public Dictionary<string, ReagentEffectsEntry> Metabolisms = default!;
}
[DataDefinition]
public class ReagentEffectsEntry
{
/// <summary>
/// Amount of reagent to metabolize, per metabolism cycle.
/// </summary>
[DataField("metabolismRate")]
public ReagentUnit MetabolismRate = ReagentUnit.New(1.0f);
/// <summary>
/// A list of effects to apply when these reagents are metabolized.
/// </summary>
[DataField("effects", required: true)]
public ReagentEffect[] Effects = default!;
}
}