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