Files
Delta-v/Content.Server/Botany/SeedPrototype.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>

---------

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

---------

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

---------

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.

---------

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

---------

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

---------

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

392 lines
13 KiB
C#

using Content.Server.Botany.Components;
using Content.Server.Botany.Systems;
using Content.Server.EntityEffects;
using Content.Shared.Atmos;
using Content.Shared.Database;
using Content.Shared.Random;
using Robust.Shared.Audio;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.Utility;
namespace Content.Server.Botany;
[Prototype]
public sealed partial class SeedPrototype : SeedData, IPrototype
{
[IdDataField] public string ID { get; private set; } = 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(EntityEffectSystem), 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]
public List<EntProtoId> ProductPrototypes = new();
[DataField] public Dictionary<string, SeedChemQuantity> Chemicals = new();
[DataField] public Dictionary<Gas, float> ConsumeGasses = new();
[DataField] public Dictionary<Gas, float> ExudeGasses = new();
#endregion
#region Tolerances
[DataField] public float NutrientConsumption = 0.75f;
[DataField] public float WaterConsumption = 0.5f;
[DataField] public float IdealHeat = 293f;
[DataField] public float HeatTolerance = 10f;
[DataField] public float IdealLight = 7f;
[DataField] public float LightTolerance = 3f;
[DataField] public float ToxinsTolerance = 4f;
[DataField] public float LowPressureTolerance = 81f;
[DataField] public float HighPressureTolerance = 121f;
[DataField] public float PestTolerance = 5f;
[DataField] public float WeedTolerance = 5f;
[DataField] public float WeedHighLevelThreshold = 10f;
#endregion
#region General traits
[DataField] public float Endurance = 100f;
[DataField] public int Yield;
[DataField] public float Lifespan;
[DataField] public float Maturation;
[DataField] public float Production;
[DataField] public int GrowthStages = 6;
[DataField] public HarvestType HarvestRepeat = HarvestType.NoRepeat;
[DataField] public float Potency = 1f;
/// <summary>
/// If true, cannot be harvested for seeds. Balances hybrids and
/// mutations.
/// </summary>
[DataField] public bool Seedless = false;
/// <summary>
/// If false, rapidly decrease health while growing. Used to kill off
/// plants with "bad" mutations.
/// </summary>
[DataField] public bool Viable = true;
/// <summary>
/// If true, a sharp tool is required to harvest this plant.
/// </summary>
[DataField] 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(required: true)]
public ResPath PlantRsi { get; set; } = default!;
[DataField] public string PlantIconState { get; set; } = "produce";
/// <summary>
/// Screams random sound from collection SoundCollectionSpecifier
/// </summary>
[DataField]
public SoundSpecifier ScreamSound = new SoundCollectionSpecifier("PlantScreams", AudioParams.Default.WithVolume(-10));
[DataField("screaming")] public bool CanScream;
[DataField(customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))] public string KudzuPrototype = "WeakKudzu";
[DataField] public bool TurnIntoKudzu;
[DataField] public string? SplatPrototype { get; set; }
#endregion
/// <summary>
/// The mutation effects that have been applied to this plant.
/// </summary>
[DataField] public List<RandomPlantMutation> Mutations { get; set; } = new();
/// <summary>
/// The seed prototypes this seed may mutate into when prompted to.
/// </summary>
[DataField]
public List<ProtoId<SeedPrototype>> MutationPrototypes = new();
/// <summary>
/// Log impact for when the seed is planted.
/// </summary>
[DataField]
public LogImpact? PlantLogImpact = null;
/// <summary>
/// Log impact for when the seed is harvested.
/// </summary>
[DataField]
public LogImpact? HarvestLogImpact = null;
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<EntProtoId>(ProductPrototypes),
MutationPrototypes = new List<ProtoId<SeedPrototype>>(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,
Ligneous = Ligneous,
PlantRsi = PlantRsi,
PlantIconState = PlantIconState,
CanScream = CanScream,
TurnIntoKudzu = TurnIntoKudzu,
SplatPrototype = SplatPrototype,
Mutations = new List<RandomPlantMutation>(),
// Newly cloned seed is unique. No need to unnecessarily clone if repeatedly modified.
Unique = true,
};
newSeed.Mutations.AddRange(Mutations);
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<EntProtoId>(other.ProductPrototypes),
MutationPrototypes = new List<ProtoId<SeedPrototype>>(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,
Mutations = Mutations,
Seedless = Seedless,
Viable = Viable,
Ligneous = Ligneous,
PlantRsi = other.PlantRsi,
PlantIconState = other.PlantIconState,
CanScream = CanScream,
TurnIntoKudzu = TurnIntoKudzu,
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)
{
newSeed.Chemicals.TryAdd(otherChem.Key, otherChem.Value);
}
// Removing the inherent chemicals from the old species. Leaving mutated/crossbread ones intact.
foreach (var originalChem in newSeed.Chemicals)
{
if (!other.Chemicals.ContainsKey(originalChem.Key) && originalChem.Value.Inherent)
{
newSeed.Chemicals.Remove(originalChem.Key);
}
}
return newSeed;
}
}