mirror of
https://github.com/space-syndicate/space-station-14.git
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* ready * oop forgot the HUD stuff * woooo examinable generalized tooooo * oop I forgot to rename the files * bungled the merge, I guess * this is called hubris * Verin's comments * PR comments how did I use `ProtoId<> Hunger` in more than a few spots but then just say "thirst can stay a literal :^)"? also changed a few spots to my beloved ``` functionInvocation( one param per line ) ``` ``` * Satiation effect condition now with ADDED FUNCTIONALITY?? :o * tfw you trust the markov chain recommendation because long generic type names are tough q-q * TFW YOU TRUST THE MARKOV CHAIN BUT IT DOESN'T UNDERSTAND THE DIFFERING SEMANTICS OF MAX AND MIN AHHHHH * tfw you think to yourself "i need to fix the effects", but then forget to and the code doesn't even compile. * centralize satiation constants * other small comments * The enum is dead. But at what cost? * oop * like 12 more ooperses * green checks are mine by right; I have performed the rites; I have done my part; you will not deny me this succor * oops I changed the semantics from `<=` to just `<` and didn't update the tests :) * serialization has bested me :agony: also PR comments * never trust the auto merge :agony: * literally just this * force engine back to master because idk why it's different * fix randomness and update master * submodule fuckery * fall before my might * okay I ran the linter, ARE YOU HAPPY?? * cursed ovis, trouble me no more * protoman stuff * inb4 linter bonks me * break non-critical stuff from the main satiation proto *  inb4 this breaks something somewhere lmao * my two greatest PRs COLLIDE I wonder why robust says it's changed :hmmclueless * sanity is at an all-time low * serialization, I guess * I don't believe you * field deltas on class \w*satiation\w*components * PR comments * 我做泥團子 😔 * doc + kill one property that's trivially accessible after the threshold caching changes * fixes --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> Co-authored-by: AJCM-git <ajcm_mail@disroot.org>
280 lines
9.8 KiB
C#
280 lines
9.8 KiB
C#
using Content.Server.Administration.Logs;
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using Content.Server.Popups;
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using Content.Shared.Database;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Interaction.Components;
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using Content.Shared.Mind.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.NameModifier.EntitySystems;
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using Content.Shared.Nutrition.AnimalHusbandry;
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using Content.Shared.Nutrition.Components;
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using Content.Shared.Nutrition.EntitySystems;
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using Content.Shared.Nutrition.Prototypes;
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using Content.Shared.Storage;
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using Content.Shared.Whitelist;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Server.Nutrition.EntitySystems;
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/// <summary>
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/// This handles logic and interactions related to <see cref="ReproductiveComponent"/>
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/// </summary>
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public sealed partial class AnimalHusbandrySystem : EntitySystem
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{
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[Dependency] private EntityLookupSystem _entityLookup = default!;
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[Dependency] private SatiationSystem _satiation = default!;
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[Dependency] private IAdminLogManager _adminLog = default!;
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[Dependency] private IGameTiming _timing = default!;
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[Dependency] private IRobustRandom _random = default!;
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[Dependency] private MobStateSystem _mobState = default!;
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[Dependency] private PopupSystem _popup = default!;
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[Dependency] private SharedAudioSystem _audio = default!;
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[Dependency] private SharedTransformSystem _transform = default!;
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[Dependency] private EntityWhitelistSystem _whitelistSystem = default!;
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[Dependency] private NameModifierSystem _nameMod = default!;
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private readonly HashSet<EntityUid> _failedAttempts = new();
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private readonly HashSet<EntityUid> _birthQueue = new();
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/// <inheritdoc/>
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public override void Initialize()
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{
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SubscribeLocalEvent<ReproductiveComponent, MindAddedMessage>(OnMindAdded);
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SubscribeLocalEvent<InfantComponent, RefreshNameModifiersEvent>(OnRefreshNameModifiers);
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}
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// we express EZ-pass terminate the pregnancy if a player takes the role
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private void OnMindAdded(EntityUid uid, ReproductiveComponent component, MindAddedMessage args)
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{
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component.Gestating = false;
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component.GestationEndTime = null;
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}
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private void OnRefreshNameModifiers(Entity<InfantComponent> entity, ref RefreshNameModifiersEvent args)
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{
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// This check may seem redundant, but it makes sure that the prefix is removed before the component is removed
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if (_timing.CurTime < entity.Comp.InfantEndTime)
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args.AddModifier("infant-name-prefix");
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}
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/// <summary>
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/// Attempts to breed the entity with a valid
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/// partner nearby.
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/// </summary>
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public bool TryReproduceNearby(EntityUid uid, ReproductiveComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return false;
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var xform = Transform(uid);
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var partners = new HashSet<Entity<ReproductivePartnerComponent>>();
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_entityLookup.GetEntitiesInRange(xform.Coordinates, component.BreedRange, partners);
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if (partners.Count >= component.Capacity)
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return false;
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foreach (var comp in partners)
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{
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var partner = comp.Owner;
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if (TryReproduce(uid, partner, component))
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return true;
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// exit early if a valid attempt failed
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if (_failedAttempts.Contains(uid))
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return false;
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}
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return false;
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}
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/// <summary>
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/// Attempts to breed an entity with
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/// the specified partner.
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/// </summary>
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public bool TryReproduce(EntityUid uid, EntityUid partner, ReproductiveComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return false;
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if (uid == partner)
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return false;
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if (!CanReproduce(uid, component))
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return false;
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if (!IsValidPartner(uid, partner, component))
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return false;
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// if the partner is valid, yet it fails the random check
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// invalidate the entity from further attempts this tick
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// in order to reduce total possible pairs.
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if (!_random.Prob(component.BreedChance))
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{
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_failedAttempts.Add(uid);
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_failedAttempts.Add(partner);
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return false;
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}
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// this is kinda wack but it's the only sound associated with most animals
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if (TryComp<InteractionPopupComponent>(uid, out var interactionPopup))
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_audio.PlayPvs(interactionPopup.InteractSuccessSound, uid);
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if (TryComp<SatiationComponent>(uid, out var satiation))
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{
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_satiation.ModifyValue((uid, satiation), SatiationSystem.Hunger, -component.HungerPerBirth);
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}
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if (TryComp<SatiationComponent>(partner, out var partnerSatiation))
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{
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_satiation.ModifyValue((partner, partnerSatiation), SatiationSystem.Hunger, -component.HungerPerBirth);
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}
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component.GestationEndTime = _timing.CurTime + component.GestationDuration;
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component.Gestating = true;
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_adminLog.Add(LogType.Action,
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$"{ToPrettyString(uid)} (carrier) and {ToPrettyString(partner)} (partner) successfully bred.");
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return true;
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}
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/// <summary>
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/// Checks if an entity satisfies
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/// the conditions to be able to breed.
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/// </summary>
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public bool CanReproduce(EntityUid uid, ReproductiveComponent? component = null)
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{
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if (_failedAttempts.Contains(uid))
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return false;
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if (Resolve(uid, ref component, false) && component.Gestating)
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return false;
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if (HasComp<InfantComponent>(uid))
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return false;
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if (_mobState.IsIncapacitated(uid))
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return false;
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// If no satiations, no limit to reproduction
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if (!TryComp<SatiationComponent>(uid, out var satiation))
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{
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return true;
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}
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// Check minimum hunger requirement
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if (component!.MinHungerThreshold is { } minHunger)
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{
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if (!satiation.Has(SatiationSystem.Hunger) ||
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_satiation.IsValueInRange((uid, satiation), SatiationSystem.Hunger, below: minHunger))
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return false;
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}
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// Check minimum thirst requirement
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if (component.MinThirstThreshold is { } minThirst)
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{
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if (!satiation.Has(SatiationSystem.Thirst) ||
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_satiation.IsValueInRange((uid, satiation), SatiationSystem.Thirst, below: minThirst))
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return false;
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}
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return true;
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}
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/// <summary>
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/// Checks if a given entity is a valid partner.
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/// Does not include the random check, for sane API reasons.
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/// </summary>
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public bool IsValidPartner(EntityUid uid, EntityUid partner, ReproductiveComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return false;
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if (!CanReproduce(partner))
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return false;
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return _whitelistSystem.IsWhitelistPass(component.PartnerWhitelist, partner);
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}
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/// <summary>
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/// Gives birth to offspring and
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/// resets the parent entity.
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/// </summary>
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public void Birth(EntityUid uid, ReproductiveComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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// this is kinda wack but it's the only sound associated with most animals
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if (TryComp<InteractionPopupComponent>(uid, out var interactionPopup))
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_audio.PlayPvs(interactionPopup.InteractSuccessSound, uid);
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if (!_transform.TryGetMapOrGridCoordinates(uid, out var spawnPosition))
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return;
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var spawns = EntitySpawnCollection.GetSpawns(component.Offspring, _random);
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foreach (var spawn in spawns)
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{
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var offspring = Spawn(spawn, spawnPosition.Value.Offset(_random.NextVector2(0.3f)));
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if (component.MakeOffspringInfant)
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{
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var infant = AddComp<InfantComponent>(offspring);
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infant.InfantEndTime = _timing.CurTime + infant.InfantDuration;
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// Make sure the name prefix is applied
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_nameMod.RefreshNameModifiers(offspring);
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}
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_adminLog.Add(LogType.Action, $"{ToPrettyString(uid)} gave birth to {ToPrettyString(offspring)}.");
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}
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_popup.PopupEntity(Loc.GetString(component.BirthPopup, ("parent", Identity.Entity(uid, EntityManager))), uid);
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component.Gestating = false;
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component.GestationEndTime = null;
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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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_birthQueue.Clear();
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_failedAttempts.Clear();
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var query = EntityQueryEnumerator<ReproductiveComponent>();
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while (query.MoveNext(out var uid, out var reproductive))
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{
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if (reproductive.GestationEndTime != null && _timing.CurTime >= reproductive.GestationEndTime)
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{
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_birthQueue.Add(uid);
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}
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if (_timing.CurTime < reproductive.NextBreedAttempt)
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continue;
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reproductive.NextBreedAttempt +=
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_random.Next(reproductive.MinBreedAttemptInterval, reproductive.MaxBreedAttemptInterval);
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// no.
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if (HasComp<ActorComponent>(uid) || TryComp<MindContainerComponent>(uid, out var mind) && mind.HasMind)
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continue;
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TryReproduceNearby(uid, reproductive);
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}
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foreach (var queued in _birthQueue)
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{
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Birth(queued);
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}
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var infantQuery = EntityQueryEnumerator<InfantComponent>();
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while (infantQuery.MoveNext(out var uid, out var infant))
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{
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if (_timing.CurTime < infant.InfantEndTime)
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continue;
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RemCompDeferred(uid, infant);
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// Make sure the name prefix gets removed
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_nameMod.RefreshNameModifiers(uid);
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}
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}
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}
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