# Conflicts: # .github/CODEOWNERS # .github/PULL_REQUEST_TEMPLATE.md # Content.Client/Changelog/ChangelogTab.xaml.cs # Content.Client/Chemistry/UI/ChemMasterWindow.xaml # Content.Client/Entry/EntryPoint.cs # Content.Client/GameTicking/Managers/ClientGameTicker.cs # Content.Client/Launcher/LauncherConnectingGui.xaml # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Paper/UI/PaperWindow.xaml.cs # Content.Client/StationRecords/GeneralStationRecordConsoleWindow.xaml.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Screens/SeparatedChatGameScreen.xaml # Content.Client/UserInterface/Systems/Ghost/Widgets/GhostGui.xaml.cs # Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.IntegrationTests/Tests/Power/StationPowerTests.cs # Content.Packaging/ServerPackaging.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Administration/Systems/AdminVerbSystem.Tools.cs # Content.Server/Atmos/TileAtmosphere.cs # Content.Server/Bible/BibleSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Content.Server.csproj # Content.Server/Discord/DiscordLink/DiscordLink.cs # Content.Server/GameTicking/GameTicker.LobbyBackground.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Ghost/GhostSystem.cs # Content.Server/Kitchen/Components/MicrowaveComponent.cs # Content.Server/Kitchen/EntitySystems/MicrowaveSystem.cs # Content.Server/Mech/Systems/MechSystem.cs # Content.Server/Medical/CrewMonitoring/CrewMonitoringConsoleSystem.cs # Content.Server/Medical/DefibrillatorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/DockingSystem.Shuttle.cs # Content.Server/Silicons/Borgs/BorgSystem.Transponder.cs # Content.Server/Tips/TipsSystem.cs # Content.Server/Traitor/Uplink/UplinkSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Bed/BedSystem.cs # Content.Shared/Blocking/BlockingSystem.User.cs # Content.Shared/Buckle/SharedBuckleSystem.Buckle.cs # Content.Shared/Chat/SharedSuicideSystem.cs # Content.Shared/Chemistry/Components/HyposprayComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Chemistry/EntitySystems/ScoopableSolutionSystem.cs # Content.Shared/Chemistry/EntitySystems/SolutionTransferSystem.cs # Content.Shared/Chemistry/Events/HyposprayEvents.cs # Content.Shared/Content.Shared.csproj # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/Friction/TileFrictionController.cs # Content.Shared/GameTicking/SharedGameTicker.cs # Content.Shared/Interaction/InteractHand.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs # Content.Shared/Nutrition/EntitySystems/HungerSystem.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Throwing/ThrowingSystem.cs # Content.Shared/Trigger/Systems/TriggerOnHitscanSystem.cs # Content.Shared/Weapons/Hitscan/Systems/HitscanBasicDamageSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Components/BatteryWeaponFireModesComponent.cs # Content.Shared/Weapons/Ranged/Components/HitscanBatteryAmmoProviderComponent.cs # Content.Shared/Weapons/Ranged/Systems/BatteryWeaponFireModesSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Ballistic.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Battery.cs # Content.Shared/Zombies/ZombieComponent.cs # Content.Shared/_Sunrise/Lobby/LobbyBackgroundPrototype.cs # README.md # Resources/Locale/en-US/_strings/borg/borg.ftl # Resources/Locale/en-US/_strings/chemistry/components/hypospray-component.ftl # Resources/Locale/en-US/_strings/chemistry/components/injector-component.ftl # Resources/Locale/en-US/_strings/commands/pauseatmos-command.ftl # Resources/Locale/en-US/_strings/commands/quick-inspect-command.ftl # Resources/Locale/en-US/_strings/commands/show-wallmounts-command.ftl # Resources/Locale/en-US/_strings/commands/substepatmos-command.ftl # Resources/Locale/en-US/_strings/fluids/components/equip-spray-component.ftl # Resources/Locale/en-US/_strings/game-ticking/game-presets/preset-revolutionary.ftl # Resources/Locale/en-US/_strings/job/job-names.ftl # Resources/Locale/en-US/_strings/lobby/lobby-state-background.ftl # Resources/Locale/en-US/_strings/reagents/meta/medicine.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/silicons/borg-module.ftl # Resources/Locale/en-US/_strings/store/changeling-catalog.ftl # Resources/Locale/en-US/_strings/store/currency.ftl # Resources/Locale/en-US/_strings/store/store.ftl # Resources/Locale/en-US/_strings/store/uplink-catalog.ftl # Resources/Prototypes/Body/Organs/slime.yml # Resources/Prototypes/Catalog/Fills/Backpacks/backpack.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Boxes/ammunition.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/antag.yml # Resources/Prototypes/Catalog/Fills/Crates/armory.yml # Resources/Prototypes/Catalog/Fills/Crates/botany.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Crates/medical.yml # Resources/Prototypes/Catalog/Fills/Crates/salvage.yml # Resources/Prototypes/Catalog/Fills/Crates/security.yml # Resources/Prototypes/Catalog/Fills/Crates/service.yml # Resources/Prototypes/Catalog/Fills/Crates/syndicate.yml # Resources/Prototypes/Catalog/Fills/Items/belt.yml # Resources/Prototypes/Catalog/Fills/Items/briefcases.yml # Resources/Prototypes/Catalog/Fills/Items/firstaidkits.yml # Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Entities/Clothing/Back/backpacks.yml # Resources/Prototypes/Entities/Clothing/Shoes/magboots.yml # Resources/Prototypes/Entities/Debugging/debug_sweps.yml # Resources/Prototypes/Entities/Debugging/stress_test.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/anomaly.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/toy.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/xenoborgs.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Objects/Devices/base_handheld.yml # Resources/Prototypes/Entities/Objects/Fun/Instruments/instruments_misc.yml # Resources/Prototypes/Entities/Objects/Fun/dice_bag.yml # Resources/Prototypes/Entities/Objects/Fun/snap_pops.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Chapel/bibles.yml # Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/surgery.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/mmi.yml # Resources/Prototypes/Entities/Objects/Specific/Service/barber.yml # Resources/Prototypes/Entities/Objects/Tools/glowstick.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/antimateriel.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/heavy_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/rifle_light.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/explosives.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/LMGs/lmgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Pistols/pistols.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Rifles/rifles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/SMGs/smgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/knife.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Furniture/dresser.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Shuttles/cannons.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/GameRules/roundstart.yml # Resources/Prototypes/GameRules/unknown_shuttles.yml # Resources/Prototypes/InventoryTemplates/aghost_inventory_template.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/loadout_groups.yml # Resources/Prototypes/Loadouts/role_loadouts.yml # Resources/Prototypes/Maps/Pools/default.yml # Resources/Prototypes/Maps/amber.yml # Resources/Prototypes/Maps/oasis.yml # Resources/Prototypes/Maps/reach.yml # Resources/Prototypes/Objectives/objectiveGroups.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Reagents/narcotics.yml # Resources/Prototypes/Reagents/toxins.yml # Resources/Prototypes/Recipes/Reactions/medicine.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/Roles/Jobs/Wildcards/zookeeper.yml # Resources/Prototypes/Roles/play_time_trackers.yml # Resources/Prototypes/Shuttles/shuttle_incoming_event.yml # Resources/Prototypes/Species/species_weights.yml # Resources/Prototypes/Store/presets.yml # Resources/Prototypes/ai_factions.yml # Resources/Prototypes/borg_types.yml # Resources/Prototypes/explosion.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Prototypes/silicon-laws.yml # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/icon-med.png # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-broken.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-empty.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-open.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_chassis.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness+o.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness.png # Resources/Textures/Objects/Specific/Medical/hypospray.rsi/meta.json # Resources/Textures/Objects/Specific/Medical/medical.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles2.rsi/meta.json # Resources/Textures/Structures/Storage/canister.rsi/meta.json # Resources/Textures/Structures/Storage/tanks.rsi/meta.json # Resources/migration.yml # RobustToolbox # SECURITY.md # SpaceStation14.sln
316 lines
12 KiB
C#
316 lines
12 KiB
C#
using System.Linq;
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using Content.Server.Body.Components;
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using Content.Shared.Body.Events;
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using Content.Shared.Body.Organ;
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using Content.Shared.Body.Prototypes;
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using Content.Shared.Body.Systems;
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using Content.Shared.Body.Prototypes;
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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.Chemistry.EntitySystems;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.EntityConditions;
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using Content.Shared.EntityConditions.Conditions;
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using Content.Shared.EntityConditions.Conditions.Body;
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using Content.Shared.EntityEffects;
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using Content.Shared.EntityEffects.Effects.Body;
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using Content.Shared.EntityEffects.Effects.Solution;
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using Content.Shared.FixedPoint;
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using Content.Shared.Mobs.Systems;
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using Robust.Shared.Collections;
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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.Body.Systems;
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/// <inheritdoc/>
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public sealed class MetabolizerSystem : SharedMetabolizerSystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
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[Dependency] private readonly SharedEntityConditionsSystem _entityConditions = default!;
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[Dependency] private readonly SharedEntityEffectsSystem _entityEffects = default!;
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[Dependency] private readonly SharedSolutionContainerSystem _solutionContainerSystem = default!;
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private EntityQuery<OrganComponent> _organQuery;
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private EntityQuery<SolutionContainerManagerComponent> _solutionQuery;
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private static readonly ProtoId<MetabolismGroupPrototype> Gas = "Gas";
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public override void Initialize()
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{
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base.Initialize();
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_organQuery = GetEntityQuery<OrganComponent>();
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_solutionQuery = GetEntityQuery<SolutionContainerManagerComponent>();
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SubscribeLocalEvent<MetabolizerComponent, ComponentInit>(OnMetabolizerInit);
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SubscribeLocalEvent<MetabolizerComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<MetabolizerComponent, ApplyMetabolicMultiplierEvent>(OnApplyMetabolicMultiplier);
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}
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private void OnMapInit(Entity<MetabolizerComponent> ent, ref MapInitEvent args)
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{
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ent.Comp.NextUpdate = _gameTiming.CurTime + ent.Comp.AdjustedUpdateInterval;
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}
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private void OnMetabolizerInit(Entity<MetabolizerComponent> entity, ref ComponentInit args)
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{
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if (!entity.Comp.SolutionOnBody)
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{
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_solutionContainerSystem.EnsureSolution(entity.Owner, entity.Comp.SolutionName, out _);
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}
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else if (_organQuery.CompOrNull(entity)?.Body is { } body)
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{
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_solutionContainerSystem.EnsureSolution(body, entity.Comp.SolutionName, out _);
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}
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}
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public bool TryAddMetabolizerType(MetabolizerComponent component, string metabolizerType)
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{
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if (!_prototypeManager.HasIndex<MetabolizerTypePrototype>(metabolizerType))
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return false;
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if (component.MetabolizerTypes == null)
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component.MetabolizerTypes = new();
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return component.MetabolizerTypes.Add(metabolizerType);
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}
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public bool TryRemoveMetabolizerType(MetabolizerComponent component, string metabolizerType)
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{
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if (component.MetabolizerTypes == null)
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return true;
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return component.MetabolizerTypes.Remove(metabolizerType);
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}
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public void ClearMetabolizerTypes(MetabolizerComponent component)
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{
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if (component.MetabolizerTypes != null)
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component.MetabolizerTypes.Clear();
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}
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private void OnApplyMetabolicMultiplier(Entity<MetabolizerComponent> ent, ref ApplyMetabolicMultiplierEvent args)
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{
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ent.Comp.UpdateIntervalMultiplier = args.Multiplier;
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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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var metabolizers = new ValueList<(EntityUid Uid, MetabolizerComponent Component)>(Count<MetabolizerComponent>());
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var query = EntityQueryEnumerator<MetabolizerComponent>();
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while (query.MoveNext(out var uid, out var comp))
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{
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metabolizers.Add((uid, comp));
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}
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foreach (var (uid, metab) in metabolizers)
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{
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// Only update as frequently as it should
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if (_gameTiming.CurTime < metab.NextUpdate)
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continue;
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metab.NextUpdate += metab.AdjustedUpdateInterval;
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TryMetabolize((uid, metab));
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}
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}
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private void TryMetabolize(Entity<MetabolizerComponent, OrganComponent?, SolutionContainerManagerComponent?> ent)
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{
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_organQuery.Resolve(ent, ref ent.Comp2, logMissing: false);
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// First step is get the solution we actually care about
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var solutionName = ent.Comp1.SolutionName;
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Solution? solution = null;
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Entity<SolutionComponent>? soln = default!;
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EntityUid? solutionEntityUid = null;
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if (ent.Comp1.SolutionOnBody)
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{
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if (ent.Comp2?.Body is { } body)
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{
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if (!_solutionQuery.Resolve(body, ref ent.Comp3, logMissing: false))
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return;
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_solutionContainerSystem.TryGetSolution((body, ent.Comp3), solutionName, out soln, out solution);
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solutionEntityUid = body;
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}
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}
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else
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{
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if (!_solutionQuery.Resolve(ent, ref ent.Comp3, logMissing: false))
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return;
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_solutionContainerSystem.TryGetSolution((ent, ent), solutionName, out soln, out solution);
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solutionEntityUid = ent;
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}
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if (solutionEntityUid is null
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|| soln is null
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|| solution is null
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|| solution.Contents.Count == 0)
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{
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return;
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}
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// Copy the solution do not edit the original solution list
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var list = solution.Contents.ToList();
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// Collecting blood reagent for filtering
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var ev = new MetabolismExclusionEvent();
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RaiseLocalEvent(solutionEntityUid.Value, ref ev);
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// randomize the reagent list so we don't have any weird quirks
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// like alphabetical order or insertion order mattering for processing
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_random.Shuffle(list);
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bool isDead = _mobStateSystem.IsDead(solutionEntityUid.Value);
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int reagents = 0;
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foreach (var (reagent, quantity) in list)
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{
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if (!_prototypeManager.TryIndex<ReagentPrototype>(reagent.Prototype, out var proto))
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continue;
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// Skip blood reagents
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if (ev.Reagents.Contains(reagent))
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continue;
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var mostToRemove = FixedPoint2.Zero;
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if (proto.Metabolisms is null)
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{
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if (ent.Comp1.RemoveEmpty)
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{
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solution.RemoveReagent(reagent, FixedPoint2.New(1));
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}
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continue;
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}
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// we're done here entirely if this is true
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if (reagents >= ent.Comp1.MaxReagentsProcessable)
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return;
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// loop over all our groups and see which ones apply
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if (ent.Comp1.MetabolismGroups is null)
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continue;
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// TODO: Kill MetabolismGroups!
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foreach (var group in ent.Comp1.MetabolismGroups)
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{
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if (!proto.Metabolisms.TryGetValue(group.Id, out var entry))
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continue;
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var rate = entry.MetabolismRate * group.MetabolismRateModifier;
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// Remove $rate, as long as there's enough reagent there to actually remove that much
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mostToRemove = FixedPoint2.Clamp(rate, 0, quantity);
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var scale = (float) mostToRemove;
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// TODO: This is a very stupid workaround to lungs heavily relying on scale = reagent quantity. Needs lung and metabolism refactors to remove.
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// TODO: Lungs just need to have their scale be equal to the mols consumed, scale needs to be not hardcoded either and configurable per metabolizer...
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if (group.Id != Gas)
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scale /= (float) entry.MetabolismRate;
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// if it's possible for them to be dead, and they are,
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// then we shouldn't process any effects, but should probably
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// still remove reagents
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if (isDead && !proto.WorksOnTheDead)
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continue;
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var actualEntity = ent.Comp2?.Body ?? solutionEntityUid.Value;
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// do all effects, if conditions apply
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foreach (var effect in entry.Effects)
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{
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if (scale < effect.MinScale)
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continue;
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if (effect.Probability < 1.0f && !_random.Prob(effect.Probability))
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continue;
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// See if conditions apply
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if (effect.Conditions != null && !CanMetabolizeEffect(actualEntity, ent, soln.Value, effect.Conditions))
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continue;
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ApplyEffect(effect);
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}
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// TODO: We should have to do this with metabolism. ReagentEffect struct needs refactoring and so does metabolism!
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void ApplyEffect(EntityEffect effect)
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{
|
|
switch (effect)
|
|
{
|
|
case ModifyLungGas:
|
|
_entityEffects.ApplyEffect(ent, effect, scale);
|
|
break;
|
|
case AdjustReagent:
|
|
_entityEffects.ApplyEffect(soln.Value, effect, scale);
|
|
break;
|
|
default:
|
|
_entityEffects.ApplyEffect(actualEntity, effect, scale);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// remove a certain amount of reagent
|
|
if (mostToRemove > FixedPoint2.Zero)
|
|
{
|
|
solution.RemoveReagent(reagent, mostToRemove);
|
|
|
|
// We have processed a reagant, so count it towards the cap
|
|
reagents += 1;
|
|
}
|
|
}
|
|
|
|
_solutionContainerSystem.UpdateChemicals(soln.Value);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Public API to check if a certain metabolism effect can be applied to an entity.
|
|
/// TODO: With metabolism refactor make this logic smarter and unhardcode the old hardcoding entity effects used to have for metabolism!
|
|
/// </summary>
|
|
/// <param name="body">The body metabolizing the effects</param>
|
|
/// <param name="organ">The organ doing the metabolizing</param>
|
|
/// <param name="solution">The solution we are metabolizing from</param>
|
|
/// <param name="conditions">The conditions that need to be met to metabolize</param>
|
|
/// <returns>True if we can metabolize! False if we cannot!</returns>
|
|
public bool CanMetabolizeEffect(EntityUid body, EntityUid organ, Entity<SolutionComponent> solution, EntityCondition[] conditions)
|
|
{
|
|
foreach (var condition in conditions)
|
|
{
|
|
switch (condition)
|
|
{
|
|
// Need specific handling of specific conditions since Metabolism is funny like that.
|
|
// TODO: MetabolizerTypes should be handled well before this stage by metabolism itself.
|
|
case MetabolizerTypeCondition:
|
|
if (_entityConditions.TryCondition(organ, condition))
|
|
continue;
|
|
break;
|
|
case ReagentCondition:
|
|
if (_entityConditions.TryCondition(solution, condition))
|
|
continue;
|
|
break;
|
|
default:
|
|
if (_entityConditions.TryCondition(body, condition))
|
|
continue;
|
|
break;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
}
|
|
|