fish-station/Content.Server/Body/Systems/StomachSystem.cs
Rinary a85433e877
Новый антагонист: Вампиры (#560)
* Initial Commit

* Unfinished

* Continuing, more abilities

* Remove necromicon healing

* oops

* Continuing

* Continuing

* Checkpoint incase i need to undo something

* Rewrite to use event per power, working passives

* refactor fixes

* so many fixes

* some fixes

* some fixes

* new textures, status icon

* vampire antag role, mind role

* проверку на дауна вызывали?(если Null, у сервера ступор головного фатала)

* fix 1

* fix 2

* fix fatal, fix build

* breafing audio

* fix icons style, store in action

* clear store things, add gamerule, mid round game rule

* some rework

* clear any store systems

* clear x2

* if you have 150 Blood Essence, you get mutation

* upd

* some changes

* simple mutation menu

* я вот сижу, в 12 ночи, пишу какую-то очередную хуйню, вместо приятного сна...

* upd

* normal mutations menu

* actions translate

* None type, base actions list

* passive abilities

* ability earning

* fix

* translate vampire preset

* translate vampire mutations menu

* mutations menu textures

* disable some

* ДРАНЫЙ БРИФ ФАТАЛКУ ПО ПРИКОЛУ БЕЕМ

* game preset

* mutation can infinity changed

* fix

* fully rework abilities update system

* gargantua info

* update ignore list

* fix gargantua passives

* vampire objectives

* new icons

* balance

* fix

* upd objectives

* fix metabolizer type, balance 2

* fix metabolizer type 2

* fix syntax

* clear translation

* xd

* update

* round end info

* fix

* drain objective fix

* fix

* fix syntax

* fix

* clear

---------

Co-authored-by: Rainfey <rainfey0+github@gmail.com>
2024-10-31 19:06:01 +03:00

140 lines
5.6 KiB
C#

using Content.Server.Body.Components;
using Content.Shared.Chemistry.EntitySystems;
using Content.Shared.Body.Organ;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.Components.SolutionManager;
using Content.Shared.Whitelist;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Server.Body.Systems
{
public sealed class StomachSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly SharedSolutionContainerSystem _solutionContainerSystem = default!;
public const string DefaultSolutionName = "stomach";
public override void Initialize()
{
SubscribeLocalEvent<StomachComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<StomachComponent, EntityUnpausedEvent>(OnUnpaused);
SubscribeLocalEvent<StomachComponent, ApplyMetabolicMultiplierEvent>(OnApplyMetabolicMultiplier);
}
private void OnMapInit(Entity<StomachComponent> ent, ref MapInitEvent args)
{
ent.Comp.NextUpdate = _gameTiming.CurTime + ent.Comp.UpdateInterval;
}
private void OnUnpaused(Entity<StomachComponent> ent, ref EntityUnpausedEvent args)
{
ent.Comp.NextUpdate += args.PausedTime;
}
public override void Update(float frameTime)
{
var query = EntityQueryEnumerator<StomachComponent, OrganComponent, SolutionContainerManagerComponent>();
while (query.MoveNext(out var uid, out var stomach, out var organ, out var sol))
{
if (_gameTiming.CurTime < stomach.NextUpdate)
continue;
stomach.NextUpdate += stomach.UpdateInterval;
// Get our solutions
if (!_solutionContainerSystem.ResolveSolution((uid, sol), DefaultSolutionName, ref stomach.Solution, out var stomachSolution))
continue;
if (organ.Body is not { } body || !_solutionContainerSystem.TryGetSolution(body, stomach.BodySolutionName, out var bodySolution))
continue;
var transferSolution = new Solution();
var queue = new RemQueue<StomachComponent.ReagentDelta>();
foreach (var delta in stomach.ReagentDeltas)
{
delta.Increment(stomach.UpdateInterval);
if (delta.Lifetime > stomach.DigestionDelay)
{
if (stomachSolution.TryGetReagent(delta.ReagentQuantity.Reagent, out var reagent))
{
if (reagent.Quantity > delta.ReagentQuantity.Quantity)
reagent = new(reagent.Reagent, delta.ReagentQuantity.Quantity);
stomachSolution.RemoveReagent(reagent);
transferSolution.AddReagent(reagent);
}
queue.Add(delta);
}
}
foreach (var item in queue)
{
stomach.ReagentDeltas.Remove(item);
}
_solutionContainerSystem.UpdateChemicals(stomach.Solution.Value);
// Transfer everything to the body solution!
_solutionContainerSystem.TryAddSolution(bodySolution.Value, transferSolution);
}
}
private void OnApplyMetabolicMultiplier(
Entity<StomachComponent> ent,
ref ApplyMetabolicMultiplierEvent args)
{
if (args.Apply)
{
ent.Comp.UpdateInterval *= args.Multiplier;
return;
}
// This way we don't have to worry about it breaking if the stasis bed component is destroyed
ent.Comp.UpdateInterval /= args.Multiplier;
}
public bool CanTransferSolution(
EntityUid uid,
Solution solution,
StomachComponent? stomach = null,
SolutionContainerManagerComponent? solutions = null)
{
return Resolve(uid, ref stomach, ref solutions, logMissing: false)
&& _solutionContainerSystem.ResolveSolution((uid, solutions), DefaultSolutionName, ref stomach.Solution, out var stomachSolution)
// TODO: For now no partial transfers. Potentially change by design
&& stomachSolution.CanAddSolution(solution);
}
public bool TryTransferSolution(
EntityUid uid,
Solution solution,
StomachComponent? stomach = null,
SolutionContainerManagerComponent? solutions = null)
{
if (!Resolve(uid, ref stomach, ref solutions, logMissing: false)
|| !_solutionContainerSystem.ResolveSolution((uid, solutions), DefaultSolutionName, ref stomach.Solution)
|| !CanTransferSolution(uid, solution, stomach, solutions))
{
return false;
}
_solutionContainerSystem.TryAddSolution(stomach.Solution.Value, solution);
// Add each reagent to ReagentDeltas. Used to track how long each reagent has been in the stomach
foreach (var reagent in solution.Contents)
{
stomach.ReagentDeltas.Add(new StomachComponent.ReagentDelta(reagent));
}
return true;
}
public void SetSpecialDigestible(StomachComponent component, EntityWhitelist? whitelist)
{
component.SpecialDigestible = whitelist;
}
}
}