CatStation/Content.Server/Nutrition/EntitySystems/AnimalHusbandrySystem.cs
Centronias 8ad82dc665
Refactor hunger and thirst systems (#34166)
* 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

* ![live crundle reaction](https://preview.redd.it/xh68xqcz518g1.png?width=677&format=png&auto=webp&s=79ba10fe49ec3f8306217732321a7c5429bdfb14)

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>
2026-08-08 22:44:24 +00:00

280 lines
9.8 KiB
C#

using Content.Server.Administration.Logs;
using Content.Server.Popups;
using Content.Shared.Database;
using Content.Shared.IdentityManagement;
using Content.Shared.Interaction.Components;
using Content.Shared.Mind.Components;
using Content.Shared.Mobs.Systems;
using Content.Shared.NameModifier.EntitySystems;
using Content.Shared.Nutrition.AnimalHusbandry;
using Content.Shared.Nutrition.Components;
using Content.Shared.Nutrition.EntitySystems;
using Content.Shared.Nutrition.Prototypes;
using Content.Shared.Storage;
using Content.Shared.Whitelist;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Server.Nutrition.EntitySystems;
/// <summary>
/// This handles logic and interactions related to <see cref="ReproductiveComponent"/>
/// </summary>
public sealed partial class AnimalHusbandrySystem : EntitySystem
{
[Dependency] private EntityLookupSystem _entityLookup = default!;
[Dependency] private SatiationSystem _satiation = default!;
[Dependency] private IAdminLogManager _adminLog = default!;
[Dependency] private IGameTiming _timing = default!;
[Dependency] private IRobustRandom _random = default!;
[Dependency] private MobStateSystem _mobState = default!;
[Dependency] private PopupSystem _popup = default!;
[Dependency] private SharedAudioSystem _audio = default!;
[Dependency] private SharedTransformSystem _transform = default!;
[Dependency] private EntityWhitelistSystem _whitelistSystem = default!;
[Dependency] private NameModifierSystem _nameMod = default!;
private readonly HashSet<EntityUid> _failedAttempts = new();
private readonly HashSet<EntityUid> _birthQueue = new();
/// <inheritdoc/>
public override void Initialize()
{
SubscribeLocalEvent<ReproductiveComponent, MindAddedMessage>(OnMindAdded);
SubscribeLocalEvent<InfantComponent, RefreshNameModifiersEvent>(OnRefreshNameModifiers);
}
// we express EZ-pass terminate the pregnancy if a player takes the role
private void OnMindAdded(EntityUid uid, ReproductiveComponent component, MindAddedMessage args)
{
component.Gestating = false;
component.GestationEndTime = null;
}
private void OnRefreshNameModifiers(Entity<InfantComponent> entity, ref RefreshNameModifiersEvent args)
{
// This check may seem redundant, but it makes sure that the prefix is removed before the component is removed
if (_timing.CurTime < entity.Comp.InfantEndTime)
args.AddModifier("infant-name-prefix");
}
/// <summary>
/// Attempts to breed the entity with a valid
/// partner nearby.
/// </summary>
public bool TryReproduceNearby(EntityUid uid, ReproductiveComponent? component = null)
{
if (!Resolve(uid, ref component))
return false;
var xform = Transform(uid);
var partners = new HashSet<Entity<ReproductivePartnerComponent>>();
_entityLookup.GetEntitiesInRange(xform.Coordinates, component.BreedRange, partners);
if (partners.Count >= component.Capacity)
return false;
foreach (var comp in partners)
{
var partner = comp.Owner;
if (TryReproduce(uid, partner, component))
return true;
// exit early if a valid attempt failed
if (_failedAttempts.Contains(uid))
return false;
}
return false;
}
/// <summary>
/// Attempts to breed an entity with
/// the specified partner.
/// </summary>
public bool TryReproduce(EntityUid uid, EntityUid partner, ReproductiveComponent? component = null)
{
if (!Resolve(uid, ref component))
return false;
if (uid == partner)
return false;
if (!CanReproduce(uid, component))
return false;
if (!IsValidPartner(uid, partner, component))
return false;
// if the partner is valid, yet it fails the random check
// invalidate the entity from further attempts this tick
// in order to reduce total possible pairs.
if (!_random.Prob(component.BreedChance))
{
_failedAttempts.Add(uid);
_failedAttempts.Add(partner);
return false;
}
// this is kinda wack but it's the only sound associated with most animals
if (TryComp<InteractionPopupComponent>(uid, out var interactionPopup))
_audio.PlayPvs(interactionPopup.InteractSuccessSound, uid);
if (TryComp<SatiationComponent>(uid, out var satiation))
{
_satiation.ModifyValue((uid, satiation), SatiationSystem.Hunger, -component.HungerPerBirth);
}
if (TryComp<SatiationComponent>(partner, out var partnerSatiation))
{
_satiation.ModifyValue((partner, partnerSatiation), SatiationSystem.Hunger, -component.HungerPerBirth);
}
component.GestationEndTime = _timing.CurTime + component.GestationDuration;
component.Gestating = true;
_adminLog.Add(LogType.Action,
$"{ToPrettyString(uid)} (carrier) and {ToPrettyString(partner)} (partner) successfully bred.");
return true;
}
/// <summary>
/// Checks if an entity satisfies
/// the conditions to be able to breed.
/// </summary>
public bool CanReproduce(EntityUid uid, ReproductiveComponent? component = null)
{
if (_failedAttempts.Contains(uid))
return false;
if (Resolve(uid, ref component, false) && component.Gestating)
return false;
if (HasComp<InfantComponent>(uid))
return false;
if (_mobState.IsIncapacitated(uid))
return false;
// If no satiations, no limit to reproduction
if (!TryComp<SatiationComponent>(uid, out var satiation))
{
return true;
}
// Check minimum hunger requirement
if (component!.MinHungerThreshold is { } minHunger)
{
if (!satiation.Has(SatiationSystem.Hunger) ||
_satiation.IsValueInRange((uid, satiation), SatiationSystem.Hunger, below: minHunger))
return false;
}
// Check minimum thirst requirement
if (component.MinThirstThreshold is { } minThirst)
{
if (!satiation.Has(SatiationSystem.Thirst) ||
_satiation.IsValueInRange((uid, satiation), SatiationSystem.Thirst, below: minThirst))
return false;
}
return true;
}
/// <summary>
/// Checks if a given entity is a valid partner.
/// Does not include the random check, for sane API reasons.
/// </summary>
public bool IsValidPartner(EntityUid uid, EntityUid partner, ReproductiveComponent? component = null)
{
if (!Resolve(uid, ref component))
return false;
if (!CanReproduce(partner))
return false;
return _whitelistSystem.IsWhitelistPass(component.PartnerWhitelist, partner);
}
/// <summary>
/// Gives birth to offspring and
/// resets the parent entity.
/// </summary>
public void Birth(EntityUid uid, ReproductiveComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
// this is kinda wack but it's the only sound associated with most animals
if (TryComp<InteractionPopupComponent>(uid, out var interactionPopup))
_audio.PlayPvs(interactionPopup.InteractSuccessSound, uid);
if (!_transform.TryGetMapOrGridCoordinates(uid, out var spawnPosition))
return;
var spawns = EntitySpawnCollection.GetSpawns(component.Offspring, _random);
foreach (var spawn in spawns)
{
var offspring = Spawn(spawn, spawnPosition.Value.Offset(_random.NextVector2(0.3f)));
if (component.MakeOffspringInfant)
{
var infant = AddComp<InfantComponent>(offspring);
infant.InfantEndTime = _timing.CurTime + infant.InfantDuration;
// Make sure the name prefix is applied
_nameMod.RefreshNameModifiers(offspring);
}
_adminLog.Add(LogType.Action, $"{ToPrettyString(uid)} gave birth to {ToPrettyString(offspring)}.");
}
_popup.PopupEntity(Loc.GetString(component.BirthPopup, ("parent", Identity.Entity(uid, EntityManager))), uid);
component.Gestating = false;
component.GestationEndTime = null;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
_birthQueue.Clear();
_failedAttempts.Clear();
var query = EntityQueryEnumerator<ReproductiveComponent>();
while (query.MoveNext(out var uid, out var reproductive))
{
if (reproductive.GestationEndTime != null && _timing.CurTime >= reproductive.GestationEndTime)
{
_birthQueue.Add(uid);
}
if (_timing.CurTime < reproductive.NextBreedAttempt)
continue;
reproductive.NextBreedAttempt +=
_random.Next(reproductive.MinBreedAttemptInterval, reproductive.MaxBreedAttemptInterval);
// no.
if (HasComp<ActorComponent>(uid) || TryComp<MindContainerComponent>(uid, out var mind) && mind.HasMind)
continue;
TryReproduceNearby(uid, reproductive);
}
foreach (var queued in _birthQueue)
{
Birth(queued);
}
var infantQuery = EntityQueryEnumerator<InfantComponent>();
while (infantQuery.MoveNext(out var uid, out var infant))
{
if (_timing.CurTime < infant.InfantEndTime)
continue;
RemCompDeferred(uid, infant);
// Make sure the name prefix gets removed
_nameMod.RefreshNameModifiers(uid);
}
}
}