using Content.Server.Body.Components; using Content.Shared.Chemistry.EntitySystems; using Content.Shared.Administration.Logs; using Content.Shared.Body.Organ; using Content.Shared.Chemistry.Components; using Content.Shared.Chemistry.Components.SolutionManager; using Content.Shared.Chemistry.Reagent; using Content.Shared.Database; using Content.Shared.EntityEffects; using Content.Shared.FixedPoint; using Content.Shared.Mobs.Components; using Content.Shared.Mobs.Systems; using Robust.Shared.Collections; using Robust.Shared.Prototypes; using Robust.Shared.Random; using Robust.Shared.Timing; using Content.Shared.Bed.Sleep; // Shitmed Change namespace Content.Server.Body.Systems { public sealed class MetabolizerSystem : EntitySystem { [Dependency] private readonly IGameTiming _gameTiming = default!; [Dependency] private readonly IPrototypeManager _prototypeManager = default!; [Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly ISharedAdminLogManager _adminLogger = default!; [Dependency] private readonly MobStateSystem _mobStateSystem = default!; [Dependency] private readonly SharedSolutionContainerSystem _solutionContainerSystem = default!; private EntityQuery _organQuery; private EntityQuery _solutionQuery; public override void Initialize() { base.Initialize(); _organQuery = GetEntityQuery(); _solutionQuery = GetEntityQuery(); SubscribeLocalEvent(OnMetabolizerInit); SubscribeLocalEvent(OnMapInit); SubscribeLocalEvent(OnUnpaused); SubscribeLocalEvent(OnApplyMetabolicMultiplier); } private void OnMapInit(Entity ent, ref MapInitEvent args) { ent.Comp.NextUpdate = _gameTiming.CurTime + ent.Comp.UpdateInterval; } private void OnUnpaused(Entity ent, ref EntityUnpausedEvent args) { ent.Comp.NextUpdate += args.PausedTime; } private void OnMetabolizerInit(Entity entity, ref ComponentInit args) { if (!entity.Comp.SolutionOnBody) { _solutionContainerSystem.EnsureSolution(entity.Owner, entity.Comp.SolutionName, out _); } else if (_organQuery.CompOrNull(entity)?.Body is { } body) { _solutionContainerSystem.EnsureSolution(body, entity.Comp.SolutionName, out _); } } private void OnApplyMetabolicMultiplier( Entity ent, ref ApplyMetabolicMultiplierEvent args) { // TODO REFACTOR THIS // This will slowly drift over time due to floating point errors. // Instead, raise an event with the base rates and allow modifiers to get applied to it. if (args.Apply) { ent.Comp.UpdateInterval *= args.Multiplier; return; } ent.Comp.UpdateInterval /= args.Multiplier; } public override void Update(float frameTime) { base.Update(frameTime); var metabolizers = new ValueList<(EntityUid Uid, MetabolizerComponent Component)>(Count()); var query = EntityQueryEnumerator(); while (query.MoveNext(out var uid, out var comp)) { metabolizers.Add((uid, comp)); } foreach (var (uid, metab) in metabolizers) { // Only update as frequently as it should if (_gameTiming.CurTime < metab.NextUpdate) continue; metab.NextUpdate += metab.UpdateInterval; TryMetabolize((uid, metab)); } } private void TryMetabolize(Entity ent) { _organQuery.Resolve(ent, ref ent.Comp2, logMissing: false); // First step is get the solution we actually care about var solutionName = ent.Comp1.SolutionName; Solution? solution = null; Entity? soln = default!; EntityUid? solutionEntityUid = null; if (ent.Comp1.SolutionOnBody) { if (ent.Comp2?.Body is { } body) { if (!_solutionQuery.Resolve(body, ref ent.Comp3, logMissing: false)) return; _solutionContainerSystem.TryGetSolution((body, ent.Comp3), solutionName, out soln, out solution); solutionEntityUid = body; } } else { if (!_solutionQuery.Resolve(ent, ref ent.Comp3, logMissing: false)) return; _solutionContainerSystem.TryGetSolution((ent, ent), solutionName, out soln, out solution); solutionEntityUid = ent; } if (solutionEntityUid is null || soln is null || solution is null || solution.Contents.Count == 0) { return; } // randomize the reagent list so we don't have any weird quirks // like alphabetical order or insertion order mattering for processing var list = solution.Contents.ToArray(); _random.Shuffle(list); int reagents = 0; foreach (var (reagent, quantity) in list) { if (!_prototypeManager.TryIndex(reagent.Prototype, out var proto)) continue; var mostToRemove = FixedPoint2.Zero; if (proto.Metabolisms is null) { if (ent.Comp1.RemoveEmpty) { solution.RemoveReagent(reagent, FixedPoint2.New(1)); } continue; } // we're done here entirely if this is true if (reagents >= ent.Comp1.MaxReagentsProcessable) return; // loop over all our groups and see which ones apply if (ent.Comp1.MetabolismGroups is null) continue; foreach (var group in ent.Comp1.MetabolismGroups) { if (!proto.Metabolisms.TryGetValue(group.Id, out var entry)) continue; var rate = entry.MetabolismRate * group.MetabolismRateModifier; // Remove $rate, as long as there's enough reagent there to actually remove that much mostToRemove = FixedPoint2.Clamp(rate, 0, quantity); float scale = (float)mostToRemove / (float)rate; // if it's possible for them to be dead, and they are, // then we shouldn't process any effects, but should probably // still remove reagents if (TryComp(solutionEntityUid.Value, out var state)) { // Shitmed Change Start if (!proto.WorksOnTheDead && _mobStateSystem.IsDead(solutionEntityUid.Value, state)) continue; if (proto.WorksOnUnconscious == true && (_mobStateSystem.IsCritical(solutionEntityUid.Value, state) || HasComp(solutionEntityUid.Value))) continue; // Shitmed Change End } var actualEntity = ent.Comp2?.Body ?? solutionEntityUid.Value; var args = new EntityEffectReagentArgs(actualEntity, EntityManager, ent, solution, mostToRemove, proto, null, scale); // do all effects, if conditions apply foreach (var effect in entry.Effects) { if (!effect.ShouldApply(args, _random)) continue; if (effect.ShouldLog) { _adminLogger.Add( LogType.ReagentEffect, effect.LogImpact, $"Metabolism effect {effect.GetType().Name:effect}" + $" of reagent {proto.LocalizedName:reagent}" + $" applied on entity {actualEntity:entity}" + $" at {Transform(actualEntity).Coordinates:coordinates}" ); } effect.Effect(args); } } // 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); } } // TODO REFACTOR THIS // This will cause rates to slowly drift over time due to floating point errors. // Instead, the system that raised this should trigger an update and subscribe to get-modifier events. [ByRefEvent] public readonly record struct ApplyMetabolicMultiplierEvent( EntityUid Uid, float Multiplier, bool Apply) { /// /// The entity whose metabolism is being modified. /// public readonly EntityUid Uid = Uid; /// /// What the metabolism's update rate will be multiplied by. /// public readonly float Multiplier = Multiplier; /// /// If true, apply the multiplier. If false, revert it. /// public readonly bool Apply = Apply; } }