using Content.Shared.Body.Components;
using Content.Shared.FixedPoint;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.Metabolism;
///
/// Handles metabolizing various reagents with given effects.
///
[RegisterComponent, NetworkedComponent]
[AutoGenerateComponentState, AutoGenerateComponentPause, Access(typeof(MetabolizerSystem))]
public sealed partial class MetabolizerComponent : Component
{
///
/// The next time that reagents will be metabolized.
///
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoNetworkedField, AutoPausedField]
public TimeSpan NextUpdate;
///
/// How often to metabolize reagents.
///
///
[DataField]
public TimeSpan UpdateInterval = TimeSpan.FromSeconds(1);
///
/// Multiplier applied to for adjusting based on metabolic rate multiplier.
///
[DataField, AutoNetworkedField]
public float UpdateIntervalMultiplier = 1f;
///
/// Adjusted update interval based off of the multiplier value.
///
[ViewVariables]
public TimeSpan AdjustedUpdateInterval => UpdateInterval * UpdateIntervalMultiplier;
///
/// From which solution will this metabolizer attempt to metabolize chemicals for a given stage
/// This typically does not change and as such isn't networked.
/// TODO: Entity relations :(
///
[DataField]
public Dictionary, MetabolismSolutionEntry> Solutions = new()
{
["Respiration"] = new()
{
SolutionName = "Lung",
SolutionOnBody = false,
TransferSolutionName = BloodstreamComponent.DefaultBloodSolutionName,
MetabolizeAll = true
},
["Digestion"] = new()
{
SolutionName = "stomach",
SolutionOnBody = false,
TransferSolutionName = BloodstreamComponent.DefaultBloodSolutionName,
TransferEfficacy = 0.5
},
["Bloodstream"] = new()
{
SolutionName = BloodstreamComponent.DefaultBloodSolutionName,
TransferSolutionName = BloodstreamComponent.DefaultMetabolitesSolutionName,
},
["Metabolites"] = new()
{
SolutionName = BloodstreamComponent.DefaultMetabolitesSolutionName
}
};
///
/// Does this component use a solution on it's parent entity (the body) or itself
///
///
/// Most things will use the parent entity (bloodstream).
///
[DataField]
public bool SolutionOnBody = true;
///
/// List of metabolizer types that this organ is. ex. Human, Slime, Felinid, w/e.
///
[DataField]
[Access(typeof(MetabolizerSystem), Other = AccessPermissions.ReadExecute)] // FIXME Friends
public HashSet>? MetabolizerTypes;
///
/// How many reagents can this metabolizer process at once?
/// Used to nerf 'stacked poisons' where having 5+ different poisons in a syringe, even at low
/// quantity, would be muuuuch better than just one poison acting.
///
[DataField("maxReagents")]
public int MaxReagentsProcessable = 3;
///
/// A list of metabolism stages that this metabolizer will act on, in order of precedence.
///
[DataField]
public List> Stages = new();
}
[DataDefinition]
public sealed partial class MetabolismSolutionEntry
{
///
/// From which solution will this metabolizer attempt to metabolize chemicals
///
[DataField(required: true)]
public string SolutionName;
///
/// Does this metabolizer use a solution on it's parent entity (the body) or itself
///
///
/// Most things will use the parent entity (bloodstream).
///
[DataField]
public bool SolutionOnBody = true;
///
/// When true, this solution will be metabolized entirely instead of at a certain rate
///
[DataField]
public bool MetabolizeAll = false;
///
/// Reagents without a metabolism for the current stage will be transferred to this solution
///
[DataField]
public string? TransferSolutionName;
///
/// Reagents transferred by this metabolizer will transfer at this rate if they don't have a metabolism
///
[DataField]
public FixedPoint2 TransferRate = 0.25;
///
/// The percentage of transferred reagents that actually make it to the next step in metabolism if they don't have explicit metabolites
///
[DataField]
public FixedPoint2 TransferEfficacy = 1;
///
/// Does this metabolizer transfer to a solution on the body or on the entity itself
///
[DataField]
public bool TransferSolutionOnBody = true;
}