Files
Delta-v/Content.Server/Botany/SeedPrototype.cs
T
+24 fd2cc8570d Sync master up to 1/10 (#74)
* Automatic changelog update

* Make NPC names proper nouns & fix some genders (#20534)

* Proper names & genders

* Uppercase proper names

* Make Smile female

* fix bingus wrinkly head (#20531)

* rouny meat and steak (#20526)

* lost friendship flavor

* add rouny steak

* rouny special meat

* rouny meat textures

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Wearable Wet Floor Sign and 'Janitorial Suicide Vest' (#20311)

* Explosive wet floor sign & janitorial suicide vest

* fix attributions

* Remove name & desc from explosive wet floor sign

* Make wet floor sign chameleonable

* Automatic changelog update

* Minor slippery stuff (#20535)

* Update submodule to 162.2.0 (#20570)

* Predicted armor (#20560)

* clean up some lines in smile the slime prototype (#20552)

* Revert "Use full file path for temp replays (#19002)" (#20545)

* Add EyesGlasses into ClothesMate (#20523)

* Automatic changelog update

* Fix Punpun crew monitor sensor (#20484)

* Automatic changelog update

* EasyPry airlocks for arrivals. Now also prying refactor I guess (#19394)

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Automatic changelog update

* Make arcades hackable again (#20555)

* Automatic changelog update

* Health alert tweaks (#20557)

* Automatic changelog update

* Add active and ended game rule components, generic TryRoundStartAttempt and minPlayers field (#20564)

* Improve active game rule querying, add generic try round start attempt method, move minPlayers to GameRuleComponent

* Nukeops todo and cleanup

* Remove Active field

* Add EndedGameRuleComponent

* bartender suit (#20521)

* give me a drink bartender

* guh

* aARG

* Necropolis and mine walls (#20578)

* Automatic changelog update

* archaic accent tweaks (#20567)

* Automatic changelog update

* Add confirmation to kick and respawn in the admin player actions panel (#20542)

* Remove windows-latest CI runs, remove unused build-test-release.yml (#20540)

* Change .editorconfig to keep existing attribute arrangement (#20538)

* Automatic changelog update

* Catch replay start and end errors on round restarts (#20565)

* Update trivial components to use auto comp states (#20539)

* Fix role unbans not applying in real time (#20547)

* Disable AHelp buttons when no player is selected, update button styling (#20568)

* Automatic changelog update

* Added a toggle fullscreen button (default F11) (#20272)

* Added a toggle fullscreen button (default F11)

* Removed un-needed comments

* Review Requested Changes

* Fixed Acidental Spacing Change

* bwoink, removed extraneous code

* nothing, litterally

* Automatic changelog update

* Fix not networking markings (#20588)

* Automatic changelog update

* Update RobustToolbox to v162.2.1 (#20590)

* Automatic changelog update

* Glorfcode (force say on damage/stun/crit) (#20562)

* Automatic changelog update

* Fix AHelp progressively showing more AHelp panels (#20591)

* Automatic changelog update

* caninsert entitystorage tweaks (#20589)

* Automatic changelog update

* Fix mapping actions crashing on load (#20592)

* Fix loading a map with a ThirstComponent crashing the game (#20594)

* Fix electrocution displaying real name of disguised players (#20603)

* Organ fixes (#20488)

* Automatic changelog update

* Kettle medical rework (#20435)

* Initial try at medical rework for kettle

* Re-add decal decorations to Kettle's medical

* Add more lockers to kettle's med

* Actually upload kettle's map, not its proto

* Automatic changelog update

* Added blocked visuals to volumetric pump (#20610)

* Automatic changelog update

* Move TimedDespawn to engine (#20515)

* Update submodule to 163.0.0 (#20616)

* Remove v0.1 version number from local main menu screen (#20617)

* Remove cloneData parameter from AutoNetworkedField (#20596)

* Update submodule to 164.0.0 (#20618)

* fix cognizine ghost role (#20632)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Move ID layer one pixel to correct alignment (#20630)

* Update nukie hardsuit descriptions (#20529)

* Make holofans destructable (#20445)

* Automatic changelog update

* bowl is open (#20453)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Add TestPair.WaitCommand() (#20615)

* Rename ThreatPrototype and mark fields as required (#20611)

* Adjust hard bomb shape (#20608)

* dragon refactor, objectives and use GenericAntag (#20201)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Added generic empty liquids tank (#20563)

* Move view variables verb to the top of the list with no category and localize it (#20546)

* saltern update (#20325)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Fix followers leaking (#20643)

* Add Winter Boots (#20622)

* add

* fix prototype

* Add QM mantle (#20621)

* add

* fix prototype

* Automatic changelog update

* Slime mobs breathe nitrogen and resprite their organs (#20577)

* Slimes breathe nitrogen and resprite their organs

* ups

* mmm

* Automatic changelog update

* Fix the new lizard horn's consistency + issue (#20620)

* fix

* add

* Revert "add"

This reverts commit a054a3204a8f185a94ceb80b1bd3bc9f30423711.

* Add RandomHumanoidAppearance component to for space ninjas (#20605)

* Automatic changelog update

* Space cat breathes space (#20550)

* Space cat breathes space

Made Space Cat lungs ROBUST

* Made Space Cat's lungs ROBUST 2.0

* Automatic changelog update

* Wide anomaly locator (#20581)

* Add files via upload

* Add files via upload

* Add files via upload

* Add files via upload

* add textures

* fix encoding

* fix 2

* Automatic changelog update

* Fixed Telescopic Shield Lighting (#20650)

* Fixed Telescopic Shield Lighting Bug fix #20199

* no need for these at all

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Automatic changelog update

* Add a special hardsuit for nukie medic (#20471)

* Automatic changelog update

* Carry over other mutations when doing species mutation (#20551)

* Automatic changelog update

* Add Spanish accent to poncho and sombrero (#20377)

---------

Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
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2023-10-03 14:15:46 -05:00

392 lines
13 KiB
C#

using Content.Server.Botany.Components;
using Content.Server.Botany.Systems;
using Content.Shared.Atmos;
using Content.Shared.Chemistry.Reagent;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
using Robust.Shared.Utility;
using Robust.Shared.Audio;
namespace Content.Server.Botany;
[Prototype("seed")]
public sealed class SeedPrototype : SeedData, IPrototype
{
[IdDataField] public string ID { get; private init; } = default!;
}
public enum HarvestType : byte
{
NoRepeat,
Repeat,
SelfHarvest
}
/*
public enum PlantSpread : byte
{
NoSpread,
Creepers,
Vines,
}
public enum PlantMutation : byte
{
NoMutation,
Mutable,
HighlyMutable,
}
public enum PlantCarnivorous : byte
{
NotCarnivorous,
EatPests,
EatLivingBeings,
}
public enum PlantJuicy : byte
{
NotJuicy,
Juicy,
Slippery,
}
*/
[DataDefinition]
public partial struct SeedChemQuantity
{
/// <summary>
/// Minimum amount of chemical that is added to produce, regardless of the potency
/// </summary>
[DataField("Min")] public int Min;
/// <summary>
/// Maximum amount of chemical that can be produced after taking plant potency into account.
/// </summary>
[DataField("Max")] public int Max;
/// <summary>
/// When chemicals are added to produce, the potency of the seed is divided with this value. Final chemical amount is the result plus the `Min` value.
/// Example: PotencyDivisor of 20 with seed potency of 55 results in 2.75, 55/20 = 2.75. If minimum is 1 then final result will be 3.75 of that chemical, 55/20+1 = 3.75.
/// </summary>
[DataField("PotencyDivisor")] public int PotencyDivisor;
/// <summary>
/// Inherent chemical is one that is NOT result of mutation or crossbreeding. These chemicals are removed if species mutation is executed.
/// </summary>
[DataField("Inherent")] public bool Inherent = true;
}
// TODO reduce the number of friends to a reasonable level. Requires ECS-ing things like plant holder component.
[Virtual, DataDefinition]
[Access(typeof(BotanySystem), typeof(PlantHolderSystem), typeof(SeedExtractorSystem), typeof(PlantHolderComponent), typeof(ReagentEffect), typeof(MutationSystem))]
public partial class SeedData
{
#region Tracking
/// <summary>
/// The name of this seed. Determines the name of seed packets.
/// </summary>
[DataField("name")]
public string Name { get; private set; } = "";
/// <summary>
/// The noun for this type of seeds. E.g. for fungi this should probably be "spores" instead of "seeds". Also
/// used to determine the name of seed packets.
/// </summary>
[DataField("noun")]
public string Noun { get; private set; } = "";
/// <summary>
/// Name displayed when examining the hydroponics tray. Describes the actual plant, not the seed itself.
/// </summary>
[DataField("displayName")]
public string DisplayName { get; private set; } = "";
[DataField("mysterious")] public bool Mysterious;
/// <summary>
/// If true, the properties of this seed cannot be modified.
/// </summary>
[DataField("immutable")] public bool Immutable;
/// <summary>
/// If true, there is only a single reference to this seed and it's properties can be directly modified without
/// needing to clone the seed.
/// </summary>
[ViewVariables]
public bool Unique = false; // seed-prototypes or yaml-defined seeds for entity prototypes will not generally be unique.
#endregion
#region Output
/// <summary>
/// The entity prototype that is spawned when this type of seed is extracted from produce using a seed extractor.
/// </summary>
[DataField("packetPrototype", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
public string PacketPrototype = "SeedBase";
/// <summary>
/// The entity prototype this seed spawns when it gets harvested.
/// </summary>
[DataField("productPrototypes", customTypeSerializer: typeof(PrototypeIdListSerializer<EntityPrototype>))]
public List<string> ProductPrototypes = new();
[DataField("chemicals")] public Dictionary<string, SeedChemQuantity> Chemicals = new();
[DataField("consumeGasses")] public Dictionary<Gas, float> ConsumeGasses = new();
[DataField("exudeGasses")] public Dictionary<Gas, float> ExudeGasses = new();
#endregion
#region Tolerances
[DataField("nutrientConsumption")] public float NutrientConsumption = 0.75f;
[DataField("waterConsumption")] public float WaterConsumption = 0.5f;
[DataField("idealHeat")] public float IdealHeat = 293f;
[DataField("heatTolerance")] public float HeatTolerance = 10f;
[DataField("idealLight")] public float IdealLight = 7f;
[DataField("lightTolerance")] public float LightTolerance = 3f;
[DataField("toxinsTolerance")] public float ToxinsTolerance = 4f;
[DataField("lowPressureTolerance")] public float LowPressureTolerance = 81f;
[DataField("highPressureTolerance")] public float HighPressureTolerance = 121f;
[DataField("pestTolerance")] public float PestTolerance = 5f;
[DataField("weedTolerance")] public float WeedTolerance = 5f;
[DataField("weedHighLevelThreshold")] public float WeedHighLevelThreshold = 10f;
#endregion
#region General traits
[DataField("endurance")] public float Endurance = 100f;
[DataField("yield")] public int Yield;
[DataField("lifespan")] public float Lifespan;
[DataField("maturation")] public float Maturation;
[DataField("production")] public float Production;
[DataField("growthStages")] public int GrowthStages = 6;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("harvestRepeat")] public HarvestType HarvestRepeat = HarvestType.NoRepeat;
[DataField("potency")] public float Potency = 1f;
/// <summary>
/// If true, cannot be harvested for seeds. Balances hybrids and
/// mutations.
/// </summary>
[DataField("seedless")] public bool Seedless = false;
/// <summary>
/// If false, rapidly decrease health while growing. Used to kill off
/// plants with "bad" mutations.
/// </summary>
[DataField("viable")] public bool Viable = true;
/// <summary>
/// If true, fruit slips players.
/// </summary>
[DataField("slip")] public bool Slip = false;
/// <summary>
/// If true, fruits are sentient.
/// </summary>
[DataField("sentient")] public bool Sentient = false;
/// <summary>
/// If true, a sharp tool is required to harvest this plant.
/// </summary>
[DataField("ligneous")] public bool Ligneous;
// No, I'm not removing these.
// if you re-add these, make sure that they get cloned.
//public PlantSpread Spread { get; set; }
//public PlantMutation Mutation { get; set; }
//public float AlterTemperature { get; set; }
//public PlantCarnivorous Carnivorous { get; set; }
//public bool Parasite { get; set; }
//public bool Hematophage { get; set; }
//public bool Thorny { get; set; }
//public bool Stinging { get; set; }
// public bool Teleporting { get; set; }
// public PlantJuicy Juicy { get; set; }
#endregion
#region Cosmetics
[DataField("plantRsi", required: true)]
public ResPath PlantRsi { get; set; } = default!;
[DataField("plantIconState")] public string PlantIconState { get; set; } = "produce";
[DataField("screamSound")]
public SoundSpecifier ScreamSound = new SoundPathSpecifier("/Audio/Voice/Human/malescream_1.ogg");
[DataField("screaming")] public bool CanScream;
[DataField("bioluminescent")] public bool Bioluminescent;
[DataField("bioluminescentColor")] public Color BioluminescentColor { get; set; } = Color.White;
public float BioluminescentRadius = 2f;
[DataField("kudzuPrototype", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))] public string KudzuPrototype = "WeakKudzu";
[DataField("turnIntoKudzu")] public bool TurnIntoKudzu;
[DataField("splatPrototype")] public string? SplatPrototype { get; set; }
#endregion
/// <summary>
/// The seed prototypes this seed may mutate into when prompted to.
/// </summary>
[DataField("mutationPrototypes", customTypeSerializer: typeof(PrototypeIdListSerializer<SeedPrototype>))]
public List<string> MutationPrototypes = new();
public SeedData Clone()
{
DebugTools.Assert(!Immutable, "There should be no need to clone an immutable seed.");
var newSeed = new SeedData
{
Name = Name,
Noun = Noun,
DisplayName = DisplayName,
Mysterious = Mysterious,
PacketPrototype = PacketPrototype,
ProductPrototypes = new List<string>(ProductPrototypes),
MutationPrototypes = new List<string>(MutationPrototypes),
Chemicals = new Dictionary<string, SeedChemQuantity>(Chemicals),
ConsumeGasses = new Dictionary<Gas, float>(ConsumeGasses),
ExudeGasses = new Dictionary<Gas, float>(ExudeGasses),
NutrientConsumption = NutrientConsumption,
WaterConsumption = WaterConsumption,
IdealHeat = IdealHeat,
HeatTolerance = HeatTolerance,
IdealLight = IdealLight,
LightTolerance = LightTolerance,
ToxinsTolerance = ToxinsTolerance,
LowPressureTolerance = LowPressureTolerance,
HighPressureTolerance = HighPressureTolerance,
PestTolerance = PestTolerance,
WeedTolerance = WeedTolerance,
Endurance = Endurance,
Yield = Yield,
Lifespan = Lifespan,
Maturation = Maturation,
Production = Production,
GrowthStages = GrowthStages,
HarvestRepeat = HarvestRepeat,
Potency = Potency,
Seedless = Seedless,
Viable = Viable,
Slip = Slip,
Sentient = Sentient,
Ligneous = Ligneous,
PlantRsi = PlantRsi,
PlantIconState = PlantIconState,
Bioluminescent = Bioluminescent,
CanScream = CanScream,
TurnIntoKudzu = TurnIntoKudzu,
BioluminescentColor = BioluminescentColor,
SplatPrototype = SplatPrototype,
// Newly cloned seed is unique. No need to unnecessarily clone if repeatedly modified.
Unique = true,
};
return newSeed;
}
/// <summary>
/// Handles copying most species defining data from 'other' to this seed while keeping the accumulated mutations intact.
/// </summary>
public SeedData SpeciesChange(SeedData other)
{
var newSeed = new SeedData
{
Name = other.Name,
Noun = other.Noun,
DisplayName = other.DisplayName,
Mysterious = other.Mysterious,
PacketPrototype = other.PacketPrototype,
ProductPrototypes = new List<string>(other.ProductPrototypes),
MutationPrototypes = new List<string>(other.MutationPrototypes),
Chemicals = new Dictionary<string, SeedChemQuantity>(Chemicals),
ConsumeGasses = new Dictionary<Gas, float>(ConsumeGasses),
ExudeGasses = new Dictionary<Gas, float>(ExudeGasses),
NutrientConsumption = NutrientConsumption,
WaterConsumption = WaterConsumption,
IdealHeat = IdealHeat,
HeatTolerance = HeatTolerance,
IdealLight = IdealLight,
LightTolerance = LightTolerance,
ToxinsTolerance = ToxinsTolerance,
LowPressureTolerance = LowPressureTolerance,
HighPressureTolerance = HighPressureTolerance,
PestTolerance = PestTolerance,
WeedTolerance = WeedTolerance,
Endurance = Endurance,
Yield = Yield,
Lifespan = Lifespan,
Maturation = Maturation,
Production = Production,
GrowthStages = other.GrowthStages,
HarvestRepeat = HarvestRepeat,
Potency = Potency,
Seedless = Seedless,
Viable = Viable,
Slip = Slip,
Sentient = Sentient,
Ligneous = Ligneous,
PlantRsi = other.PlantRsi,
PlantIconState = other.PlantIconState,
Bioluminescent = Bioluminescent,
CanScream = CanScream,
TurnIntoKudzu = TurnIntoKudzu,
BioluminescentColor = BioluminescentColor,
SplatPrototype = other.SplatPrototype,
// Newly cloned seed is unique. No need to unnecessarily clone if repeatedly modified.
Unique = true,
};
// Adding the new chemicals from the new species.
foreach (var otherChem in other.Chemicals)
{
Chemicals.TryAdd(otherChem.Key, otherChem.Value);
}
// Removing the inherent chemicals from the old species. Leaving mutated/crossbread ones intact.
foreach (var originalChem in Chemicals)
{
if (!other.Chemicals.ContainsKey(originalChem.Key) && originalChem.Value.Inherent)
{
Chemicals.Remove(originalChem.Key);
}
}
return newSeed;
}
}