Files
crystall-punk-14/Content.Server/Body/Metabolism/MetabolizerComponent.cs
mirrorcult 31d622f941 Metabolism 3.0 (#5157)
* 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
2021-11-08 15:33:45 -07:00

76 lines
3.0 KiB
C#

using System.Collections.Generic;
using System.ComponentModel.DataAnnotations;
using Content.Shared.Body.Metabolism;
using Content.Shared.Body.Networks;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.FixedPoint;
using Robust.Shared.Analyzers;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Dictionary;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Set;
namespace Content.Server.Body.Metabolism
{
/// <summary>
/// Handles metabolizing various reagents with given effects.
/// </summary>
[RegisterComponent, Friend(typeof(MetabolizerSystem))]
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
/// </summary>
[DataField("solution")]
public string SolutionName { get; set; } = SharedBloodstreamComponent.DefaultSolutionName;
/// <summary>
/// Does this component use a solution on it's parent entity (the body) or itself
/// </summary>
/// <remarks>
/// Most things will use the parent entity (bloodstream).
/// </remarks>
[DataField("solutionOnBody")]
public bool SolutionOnBody = true;
/// <summary>
/// List of metabolizer types that this organ is. ex. Human, Slime, Felinid, w/e.
/// </summary>
[DataField("metabolizerTypes", customTypeSerializer:typeof(PrototypeIdHashSetSerializer<MetabolizerTypePrototype>))]
public HashSet<string>? MetabolizerTypes = null;
/// <summary>
/// A list of metabolism groups that this metabolizer will act on, in order of precedence.
/// </summary>
[DataField("groups", required: true)]
public List<MetabolismGroupEntry> MetabolismGroups = default!;
}
/// <summary>
/// Contains data about how a metabolizer will metabolize a single group.
/// This allows metabolizers to remove certain groups much faster, or not at all.
/// </summary>
[DataDefinition]
public class MetabolismGroupEntry
{
[DataField("id", required: true, customTypeSerializer:typeof(PrototypeIdSerializer<MetabolismGroupPrototype>))]
public string Id = default!;
[DataField("rateModifier")]
public FixedPoint2 MetabolismRateModifier = 1.0;
}
}