mirror of
https://github.com/space-syndicate/space-station-14.git
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* Restarting files from scratch * reduce file count, more progress * Additional partial work * update 1 * update 2 * TODO execution * fix * Update PlantGrowthComponent.cs * fix 1 * growth correction * PlantGrowthComponent * update 99 * last update * oops * Update vegan-meatball.yml * Data loss * ToxinsComponent * Default components * minor fix * PlantTraitsComponent * fix error * fix error 2 * Copy growth components * last update within this PR * AutoHarvestGrowth remote * Viable * fix * Fix growth rate * Improvements to the YAML * merge update * fix * code cleanup * TODO * fix * oops * oops 2 * more TODO * fix names * fix names oops * Harvest bug fixes * fix tests * refactor: cleanup after mering master * Update ConsumeExudeGasGrowthSystem.cs * refactor: make this piece of happiness and ponies work * review * oops * fix <summary> * Separation of plant components into PlantComponent and PlantTraitsComponent and cleaning * EnsureUniqueSeed * refactor: change Resolve to TryComp where appropriate * refactor: review comments - try get for components, clenaups * refactor: minor yaml cleanups * fixing trifles * botany-rework-part-3 * API and mutations * minor fixes * Update WeedPestGrowthSystem.cs * Update plants.yml * PlantChemicals * YAMLLinter * review and some lost code * YAMLLinter part 2 * plants.yml * Aaaa tests * seedId * clone plant component * Update clone.yml * refactor: remove suppress possible null reference exception * refactor: changed HasPlantAlive to TryGetAlivePlant, minor cleanup * Separation of tray and plant * oops * PlantingPlant * a little more cleaning * oops 2 * botany-rework-part-4 * predict and API * Field OldAgeDamage * oops * YMAL * YMAL 2 * YMAAAAAL * Update PlantToxinsSystem.cs * review * Update randomMutations.yml * minor fix design * Updates the plants visuals not every frame * bug fixes * some fixes * bugfix and renames * Dirty * Replace ComponentRegistry * unnecessary API * fix merge * build * build 2 * Review by AJCM * del PlantDataComponent and fix harvest * fix all * final review * Update PlantTrayVisualizerSystem.cs * fix merge * Update PlantTraitsComponent.cs * Traits LocId fix * Update SpawnEntitiesBehavior.cs * aaaaaaaaa * fix all part 2 * PlantDataComponent revert * aoao * fix all part 3 * Update PlantTraitsComponent.cs * Update clone.yml * Reviews --------- Co-authored-by: PraxisMapper <praxismapper@gmail.com> Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru> Co-authored-by: Princess Cheeseballs <66055347+Princess-Cheeseballs@users.noreply.github.com> Co-authored-by: AJCM-git <ajcm_mail@disroot.org>
275 lines
9.6 KiB
C#
275 lines
9.6 KiB
C#
using JetBrains.Annotations;
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using System.Linq;
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using Content.Shared.Atmos;
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using Content.Shared.Botany.Components;
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using Content.Shared.Botany.Traits.Components;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.EntityEffects;
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using Content.Shared.Random.Helpers;
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using Robust.Shared.Network;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.Manager;
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using Robust.Shared.Timing;
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namespace Content.Shared.Botany.Systems;
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/// <summary>
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/// Handles plant mutations, including random mutation effects, crossbreeding, and
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/// inheritance of plant properties and traits from pollen.
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/// </summary>
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public sealed partial class PlantMutationSystem : EntitySystem
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{
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private static readonly ProtoId<RandomPlantMutationListPrototype> RandomPlantMutations = "RandomPlantMutations";
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private RandomPlantMutationListPrototype _randomMutations = default!;
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[Dependency] private INetManager _net = default!;
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[Dependency] private IGameTiming _timing = default!;
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[Dependency] private BotanySystem _botany = default!;
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[Dependency] private ISerializationManager _serialization = default!;
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[Dependency] private PlantSystem _plant = default!;
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[Dependency] private PlantTraySystem _plantTray = default!;
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[Dependency] private SharedEntityEffectsSystem _entityEffects = default!;
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public override void Initialize()
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{
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_randomMutations = ProtoMan.Index(RandomPlantMutations);
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}
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/// <summary>
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/// For each random mutation, see if it occurs on this plant this check.
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/// </summary>
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[PublicAPI]
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public void CheckRandomMutations(Entity<PlantComponent?> ent, float severity)
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{
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if (!Resolve(ent, ref ent.Comp, false))
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return;
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foreach (var mutation in _randomMutations.Mutations)
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{
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if (Random(ent, Math.Min(mutation.BaseOdds * severity, 1.0f)))
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{
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if (mutation.AppliesToPlant)
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_entityEffects.TryApplyEffect(ent, mutation.Effect);
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// Stat adjustments do not persist by being an attached effect, they just change the stat.
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if (mutation.Persists && ent.Comp.Mutations.All(m => m.Name != mutation.Name))
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ent.Comp.Mutations.Add(mutation);
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}
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}
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}
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/// <summary>
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/// Replaces the current plant species with a new one from prototype,
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/// preserving lifecycle state.
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/// </summary>
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[PublicAPI]
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public void SpeciesChange(Entity<PlantDataComponent?> oldPlant, EntProtoId newPlantProto)
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{
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if (!Resolve(oldPlant, ref oldPlant.Comp, false))
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return;
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if (oldPlant.Comp.MutationPrototypes.Count == 0)
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return;
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if (!_net.IsServer)
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return;
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// Clone state via snapshot and apply to new plant.
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var snapshot = _botany.ClonePlantSnapshotData(oldPlant.Owner, cloneLifecycle: true);
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if (snapshot == null)
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return;
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var newPlantUid = SpawnAtPosition(newPlantProto, Transform(oldPlant.Owner).Coordinates);
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_botany.ApplyPlantSnapshotData(snapshot, newPlantUid, cloneLifecycle: true);
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_botany.DeletePlantSnapshot(snapshot);
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ChemicalsSpeciesChange(newPlantUid, newPlantProto);
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if (_plant.TryGetTray(oldPlant.Owner, out var trayEnt))
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_plantTray.PlantingPlantInTray(trayEnt.AsNullable(), newPlantUid);
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else
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_plant.PlantingPlant(newPlantUid);
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_plant.ForceUpdate(newPlantUid);
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QueueDel(oldPlant);
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}
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private void ChemicalsSpeciesChange(EntityUid plantUid, EntProtoId plantProto)
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{
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if (!_botany.TryGetPlantComponent<PlantChemicalsComponent>(null, plantProto, out var newPlantChemicals)
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|| !TryComp<PlantChemicalsComponent>(plantUid, out var oldPlantChemicals))
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return;
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var oldPlant = oldPlantChemicals.Chemicals;
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var newPlant = newPlantChemicals.Chemicals;
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// Adding the new chemicals from the new species.
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foreach (var otherChem in newPlant)
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{
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oldPlant.TryAdd(otherChem.Key, otherChem.Value);
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}
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// Removing the inherent chemicals from the old species. Leaving mutated/crossbred ones intact.
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foreach (var originalChem in oldPlant)
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{
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if (!newPlant.ContainsKey(originalChem.Key) && originalChem.Value.Inherent)
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oldPlant.Remove(originalChem.Key);
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}
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Dirty(plantUid, oldPlantChemicals);
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}
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/// <summary>
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/// Combines mutations from the pollen and target plants.
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/// </summary>
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[PublicAPI]
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public void CrossMutations(EntityUid pollenPlant, EntProtoId? pollenProtoId, EntityUid targetPlant)
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{
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if (!_botany.TryGetPlantComponent<PlantComponent>(pollenPlant, pollenProtoId, out var pollenCore) ||
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!TryComp<PlantComponent>(targetPlant, out var targetCore))
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return;
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// LINQ Explanation
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// For the list of mutation effects on both plants, use a 50% chance to pick each one.
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// Union all of the chosen mutations into one list, and pick ones with a Distinct (unique) name.
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targetCore.Mutations = targetCore.Mutations.Where(_ => Random(pollenPlant, 0.5f)).Union(pollenCore.Mutations.Where(_ => Random(pollenPlant, 0.5f))).DistinctBy(m => m.Name).ToList();
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// Hybrids have a high chance of being seedless. Balances very
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// effective hybrid crossings.
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if (pollenProtoId != null
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&& pollenProtoId != MetaData(targetPlant).EntityPrototype?.ID
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&& Random(pollenPlant, 0.7f))
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{
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EnsureComp<PlantTraitSeedlessComponent>(targetPlant);
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}
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}
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/// <summary>
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/// Combines chemical properties from the pollen and target plants.
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/// </summary>
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[PublicAPI]
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public void CrossChemicals(EntityUid uid, ref Dictionary<ProtoId<ReagentPrototype>, PlantChemQuantity> val, Dictionary<ProtoId<ReagentPrototype>, PlantChemQuantity> other)
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{
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// Go through chemicals from the pollen in swab
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foreach (var otherChem in other)
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{
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// if both have same chemical, randomly pick potency ratio from the two.
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if (val.TryGetValue(otherChem.Key, out var value))
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{
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val[otherChem.Key] = Random(uid, 0.5f) ? otherChem.Value : value;
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}
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// if target plant doesn't have this chemical, has 50% chance to add it.
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else
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{
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if (Random(uid, 0.5f))
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{
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var fixedChem = otherChem.Value;
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fixedChem.Inherent = false;
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val.Add(otherChem.Key, fixedChem);
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}
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}
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}
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// if the target plant has chemical that the pollen in swab does not, 50% chance to remove it.
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foreach (var thisChem in val)
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{
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if (!other.ContainsKey(thisChem.Key))
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{
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if (Random(uid, 0.5f))
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{
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if (val.Count > 1)
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{
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val.Remove(thisChem.Key);
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}
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}
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}
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}
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}
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/// <summary>
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/// Combines gas properties from the pollen and target plants.
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/// </summary>
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[PublicAPI]
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public void CrossGasses(EntityUid uid, ref Dictionary<Gas, float> val, Dictionary<Gas, float> other)
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{
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// Go through gasses from the pollen in swab
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foreach (var otherGas in other)
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{
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// if both have same gas, randomly pick ammount from the two.
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if (val.TryGetValue(otherGas.Key, out var value))
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{
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val[otherGas.Key] = Random(uid, 0.5f) ? otherGas.Value : value;
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}
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// if target plant doesn't have this gas, has 50% chance to add it.
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else
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{
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if (Random(uid, 0.5f))
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{
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val.Add(otherGas.Key, otherGas.Value);
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}
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}
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}
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// if the target plant has gas that the pollen in swab does not, 50% chance to remove it.
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foreach (var thisGas in val)
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{
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if (!other.ContainsKey(thisGas.Key))
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{
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if (Random(uid, 0.5f))
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{
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val.Remove(thisGas.Key);
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}
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}
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}
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}
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/// <summary>
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/// Selects a floating value from the plant or pollen.
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/// </summary>
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[PublicAPI]
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public void CrossFloat(EntityUid uid, ref float val, float other)
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{
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val = Random(uid, 0.5f) ? val : other;
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}
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/// <summary>
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/// Selects an integer value from the plant or pollen.
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/// </summary>
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[PublicAPI]
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public void CrossInt(EntityUid uid, ref int val, int other)
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{
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val = Random(uid, 0.5f) ? val : other;
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}
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/// <summary>
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/// Selects a Boolean value from the plant or pollen.
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/// </summary>
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[PublicAPI]
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public void CrossBool(EntityUid uid, ref bool val, bool other)
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{
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val = Random(uid, 0.5f) ? val : other;
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}
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/// <summary>
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/// Crosses plant trait components from pollen to the target plant.
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/// </summary>
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[PublicAPI]
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public void CrossTrait(EntityUid val, EntityUid pollenData)
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{
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foreach (var component in AllComps(pollenData))
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{
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if (component is not PlantTraitsComponent)
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continue;
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if (HasComp(val, component.GetType()))
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continue;
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if (Random(val, 0.5f))
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AddComp(val, _serialization.CreateCopy(component, notNullableOverride: true));
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}
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}
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private bool Random(EntityUid uid, float p)
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{
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return SharedRandomExtensions.PredictedProb(_timing, p, GetNetEntity(uid));
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}
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}
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