Files
Delta-v/Content.Server/Botany/Systems/MutationSystem.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146)

* Optimize sensor monitoring window graph drawing

* Add shared static Vector2 pool for all GraphView instances

* Address requested changes

* remove lock

* Update submodule to 264.0.0 (#38629)

* Toy/Plushie Inhands and Wearables (#38514)

* Fixed dependency injection and some other issues in a few places.

* More issue fixes

* patchfor broken NetworkConfiguratorLinkMenu (#38632)

fix

* Fix solutions flickering when transferring contents (#34838)

* Use Solution clones when applying SolutionComponent states

* Revert "Use Solution clones when applying SolutionComponent states"

This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62.

* Make Solution implement ICloneable and rename Clone method.

* Copy CanReact value when cloning a Solution

* Convert to IRobustCloneable

* Fix typos in guidebook: Buisness → Business (#38636)

* Fix typo in `MinorAntagonists.xml`

Buisness → Business

* Fix typo in `YourFirstCharacter.xml`

Buisness → Business

* Various Headphones Fixes and Tweaks (#38479)

* sprites, wearables

* neck

* icon-on sprite

* Cleanup prototype instantiation in `DamageTest` (#38639)

Cleanup prototype instantiation in DamageTest

* Cleanup prototype instantiation in `ExplosionSystem` (#38642)

Cleanup prototype instantiation in ExplosionSystem

* AddBodyPartCommand localization. (#38612)

commit

* fix ItemSlotsSystem debug assert (#38655)

* Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536)

* Added directional beacons (#38284)

* Added directional beacons

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Fixed names

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

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Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Power stat and nuke codes commands get some LEC love. (#38585)

* commit

* requested changes.

* Dsay Dirty and Follow commands converted to LEC and localized. (#38666)

* commit

* whoopwhoopwhoop

* Retro laser sprite fix (#38676)

* Fixed everything except the icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fixed icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

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Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fix water coolers (#38681)

* Monochromacy typo fix (#38686)

* fixes the typo

* Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504

* Apply suggestions from code review

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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Validate `CloningSettingsPrototype`s (#38688)

* Validate CloningSettingsPrototypes

* Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Check EventComponents too

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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Add test of objective-related console commands (#36400)

* Add test of objective add/list/remove commands

* Not sure why we're validating test prototypes, but sure

* We don't need a map

* Improvements and fixups for New Status Effect API (#38660)

* Predict healing and bloodstream (#38690)

* initial commit

* reapply 38126

* fix rootable

* someone missed an important minus sign here

* try this

* fix

* fix

* reenable crit hits

* cleanup

* fix status time dirtying

* fix

* camelCase

* Healing and bloodstream prediction fixes.

* Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661)

* Resolving Wizard Recall on Nuke disk making it impossible to disarm
- Adding a DisarmBomb case to nuke status update loop
- Changing a few methods and parameters to properly follow formatting standards
- Updating some names to follow camelCase

* Updating missed tag

* Reverting DataField change

Should prevent this preventative bugfix being a breaking change.

* Switch HSV to the default colorspace for character customization (#38434)

* Made HSV default for character editor

* Adds/fixes comments to HSV defaulting

* Added dropbox fix, potentially cursed

* Revert "Added dropbox fix, potentially cursed"

This reverts commit a709883366fbee813e839742125e70844672af29.

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Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Fix: Don't deploy foldables when clicking on items inside containers (#38709)

* Fix

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Pressure Relief Valve (#36708)

* initial system (this math is probably WRONG)

* General code cleanup and OnExamined support
(holy moly this code sucks)

* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...

* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.

* Remove one TODO for unshitcoding the examine code

* Add reminder
yea

* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)

* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.

* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields

* Implement DirtyField prediction

* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.

Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.

* More cleanup and comments

* Remove TODO comment on bulldozing window title

* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).

* Add visuals

* Revert debugging variable replacememt
yea

* Revert skissue

* Remove unused using directives and remove TODO

* Localize, cleanup, document

* Fix adminlogging discrepancy

* Add ability to construct, add guidebook entry

* Clear up comment

* Add guidebook tooltip to valve

* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor

* Adds more input handling and adds autofill on open

* Un-deepfry input validator shitcode
Genuinely what was I smoking

* improve visuals logic

* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs

* I'm sorry but I hate warnings

* Remove unused using directive in AtmosphereSystem.Gases.cs

* Review and cleanup

* Lukewarm UI glossup

* Maintainer for the upstream project btw

* Remove redundant state sets and messy logic

* Unduplicate valve updater code

* Redo UI (im sorry Slarti)

* run tests

* Test refactored UI messaging

* Second round of UI improvements
- God please find a way to improve this system. Feels bad.

* Update loop implementation

* Further predict UI

* Clear up SetToCurrentThreshold

* cleanup

* Update to master + pipe layers and bug fixes
want to run tests

* fixes

* Deploy rename pipebomb

* Documentation and requested changes

* Rename the method that wiggled away

* Undo rounding changes

* Fix comment

* Rename and cleanup

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Fix TextLinkTag (#32203)

* Adjust uplink buy button to be under item icon (#38596)

* Adjusted uplink buy button to be under item icon

* Put the discount subtext under the icon

* Indent fixes, added margin

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Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Scurrets - Audio Improvements (#38482)

* Scurret audio tuning

* Add new sfx

* Update sneezing sfx

* YAML support

* Rename a folder

* make telesci wreck easier (#37569)

rel

* Validate `ShaderPrototype` IDs (#38728)

* Convert all shader prototype string literals to protoids in overlays

* Convert more shader prototype literal strings to protoids

* Convert ValidatePrototypeId to ProtoId

* Later

* [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664)

* fixed

* clean up

* orks fix smart

* review fix 1

* more requested changes

* less cursed

* more descriptive description

* better wording

* Tiny Tiny Cleanup of the EyeClosingSystem. (#38734)

Update EyeClosingSystem.cs

* Fix human skin tone distribution (#38701)

* fix: Use PredictedQueueDel for gib spell (#38729)

* fix: don't default to uncharged sprite state for cells (#38730)

* Fix Hristov description - remove inaccurate technical specs (#38746)

- Removes inaccurate 'armor piercing 14.5mm shells' reference
- Replaces it with a more funny description, matching the style of the other snipers and guns
- Keeps ammunition type '.60 anti-materiel ammo' specification
- Fixes issue #38590

Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br>

* feat: allow mopping evaporating puddles (#38743)

* Validate remaining `ProtoId` strings (#38747)

Validate remaining ProtoId strings

* Validate `ProtoId`s in tests (#38745)

* Convert string literals to protoids in Content.Tests

* Convert string literals to protoids or consts in Content.IntegrationTests

* Fix linter failures
Tricksy static using misled me

* Cleanup warning in StomachSystem (#38748)

you did not see this

* Vox scars (#38592)

* Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl

* Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl"

This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15.

* locale key fix

* Changed top surgery scar names to be more generalized

* Adjusted face scars

* Formatting fixes

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* UnlockNode command to LEC. (#38751)

* commit

* Update UnlockNodeCommand.cs

* commit

* move command locale to its own file.

* Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs

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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Typofixes for figurine dialogue (#38737)

* Typofixes for figurine dialogue

* Forgot two

* Janitor Tool: Wire Brush (#38667)

* Wow! It's -brush-

* spacing.

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* fixed changes

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Minor escape menu UX improvements (#38650)

* fix: spellbooks can have infinite charges (#38376)

* fix: spellbooks can have infinite charges

* refactor: indicate infinite spellbook charges with null

Not sure if I like this much better...
2025-11-06 18:22:39 +00:00

197 lines
6.9 KiB
C#

using Content.Shared.Atmos;
using Content.Shared.EntityEffects;
using Content.Shared.Random;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using System.Linq;
namespace Content.Server.Botany;
public sealed class MutationSystem : EntitySystem
{
private static ProtoId<RandomPlantMutationListPrototype> RandomPlantMutations = "RandomPlantMutations";
[Dependency] private readonly IRobustRandom _robustRandom = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
private RandomPlantMutationListPrototype _randomMutations = default!;
public override void Initialize()
{
_randomMutations = _prototypeManager.Index(RandomPlantMutations);
}
/// <summary>
/// For each random mutation, see if it occurs on this plant this check.
/// </summary>
/// <param name="seed"></param>
/// <param name="severity"></param>
public void CheckRandomMutations(EntityUid plantHolder, ref SeedData seed, float severity)
{
foreach (var mutation in _randomMutations.mutations)
{
if (Random(Math.Min(mutation.BaseOdds * severity, 1.0f)))
{
if (mutation.AppliesToPlant)
{
var args = new EntityEffectBaseArgs(plantHolder, EntityManager);
mutation.Effect.Effect(args);
}
// Stat adjustments do not persist by being an attached effect, they just change the stat.
if (mutation.Persists && !seed.Mutations.Any(m => m.Name == mutation.Name))
seed.Mutations.Add(mutation);
}
}
}
/// <summary>
/// Checks all defined mutations against a seed to see which of them are applied.
/// </summary>
public void MutateSeed(EntityUid plantHolder, ref SeedData seed, float severity)
{
if (!seed.Unique)
{
Log.Error($"Attempted to mutate a shared seed");
return;
}
CheckRandomMutations(plantHolder, ref seed, severity);
}
public SeedData Cross(SeedData a, SeedData b)
{
SeedData result = b.Clone();
CrossChemicals(ref result.Chemicals, a.Chemicals);
CrossFloat(ref result.NutrientConsumption, a.NutrientConsumption);
CrossFloat(ref result.WaterConsumption, a.WaterConsumption);
CrossFloat(ref result.IdealHeat, a.IdealHeat);
CrossFloat(ref result.HeatTolerance, a.HeatTolerance);
CrossFloat(ref result.IdealLight, a.IdealLight);
CrossFloat(ref result.LightTolerance, a.LightTolerance);
CrossFloat(ref result.ToxinsTolerance, a.ToxinsTolerance);
CrossFloat(ref result.LowPressureTolerance, a.LowPressureTolerance);
CrossFloat(ref result.HighPressureTolerance, a.HighPressureTolerance);
CrossFloat(ref result.PestTolerance, a.PestTolerance);
CrossFloat(ref result.WeedTolerance, a.WeedTolerance);
CrossFloat(ref result.Endurance, a.Endurance);
CrossInt(ref result.Yield, a.Yield);
CrossFloat(ref result.Lifespan, a.Lifespan);
CrossFloat(ref result.Maturation, a.Maturation);
CrossFloat(ref result.Production, a.Production);
CrossFloat(ref result.Potency, a.Potency);
CrossBool(ref result.Seedless, a.Seedless);
CrossBool(ref result.Ligneous, a.Ligneous);
CrossBool(ref result.TurnIntoKudzu, a.TurnIntoKudzu);
CrossBool(ref result.CanScream, a.CanScream);
CrossGasses(ref result.ExudeGasses, a.ExudeGasses);
CrossGasses(ref result.ConsumeGasses, a.ConsumeGasses);
// LINQ Explanation
// For the list of mutation effects on both plants, use a 50% chance to pick each one.
// Union all of the chosen mutations into one list, and pick ones with a Distinct (unique) name.
result.Mutations = result.Mutations.Where(m => Random(0.5f)).Union(a.Mutations.Where(m => Random(0.5f))).DistinctBy(m => m.Name).ToList();
// Hybrids have a high chance of being seedless. Balances very
// effective hybrid crossings.
if (a.Name != result.Name && Random(0.7f))
{
result.Seedless = true;
}
return result;
}
private void CrossChemicals(ref Dictionary<string, SeedChemQuantity> val, Dictionary<string, SeedChemQuantity> other)
{
// Go through chemicals from the pollen in swab
foreach (var otherChem in other)
{
// if both have same chemical, randomly pick potency ratio from the two.
if (val.ContainsKey(otherChem.Key))
{
val[otherChem.Key] = Random(0.5f) ? otherChem.Value : val[otherChem.Key];
}
// if target plant doesn't have this chemical, has 50% chance to add it.
else
{
if (Random(0.5f))
{
var fixedChem = otherChem.Value;
fixedChem.Inherent = false;
val.Add(otherChem.Key, fixedChem);
}
}
}
// if the target plant has chemical that the pollen in swab does not, 50% chance to remove it.
foreach (var thisChem in val)
{
if (!other.ContainsKey(thisChem.Key))
{
if (Random(0.5f))
{
if (val.Count > 1)
{
val.Remove(thisChem.Key);
}
}
}
}
}
private void CrossGasses(ref Dictionary<Gas, float> val, Dictionary<Gas, float> other)
{
// Go through gasses from the pollen in swab
foreach (var otherGas in other)
{
// if both have same gas, randomly pick ammount from the two.
if (val.ContainsKey(otherGas.Key))
{
val[otherGas.Key] = Random(0.5f) ? otherGas.Value : val[otherGas.Key];
}
// if target plant doesn't have this gas, has 50% chance to add it.
else
{
if (Random(0.5f))
{
val.Add(otherGas.Key, otherGas.Value);
}
}
}
// if the target plant has gas that the pollen in swab does not, 50% chance to remove it.
foreach (var thisGas in val)
{
if (!other.ContainsKey(thisGas.Key))
{
if (Random(0.5f))
{
val.Remove(thisGas.Key);
}
}
}
}
private void CrossFloat(ref float val, float other)
{
val = Random(0.5f) ? val : other;
}
private void CrossInt(ref int val, int other)
{
val = Random(0.5f) ? val : other;
}
private void CrossBool(ref bool val, bool other)
{
val = Random(0.5f) ? val : other;
}
private bool Random(float p)
{
return _robustRandom.Prob(p);
}
}