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wwdpublic/Content.Server/Nutrition/EntitySystems/FoodGuideDataSystem.cs
sleepyyapril 885ee5a831 Wizmerge for Station AI (#1351)
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# Description

the adding AI is now up to y'all because i'm not touching loadout code
for name datasets, but it shouldn't be too bad from here

---------

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(cherry picked from commit 93ed70acfeda357133a701f637d3faeec02749bb)
2025-01-14 00:13:42 +03:00

141 lines
5.3 KiB
C#

using System.Linq;
using Content.Client.Chemistry.EntitySystems;
using Content.Server.Chemistry.ReactionEffects;
using Content.Server.EntityEffects.Effects;
using Content.Server.Nutrition.Components;
using Content.Shared.Chemistry.Components.SolutionManager;
using Content.Shared.Chemistry.Reaction;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.Kitchen;
using Content.Shared.Nutrition.Components;
using Robust.Server.Player;
using Robust.Shared.Enums;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Content.Server.Nutrition.EntitySystems;
public sealed class FoodGuideDataSystem : SharedFoodGuideDataSystem
{
public static readonly ProtoId<ReagentPrototype>[] ReagentWhitelist =
[
"Nutriment",
"Vitamin",
"Protein",
"UncookedAnimalProteins",
"Fat",
"Water"
];
public static readonly string[] ComponentNamesBlacklist = ["HumanoidAppearance",];
public static readonly string[] SuffixBlacklist = ["debug", "do not map", "admeme",];
[Dependency] private readonly IPlayerManager _player = default!;
[Dependency] private readonly IPrototypeManager _protoMan = default!;
[Dependency] private readonly IComponentFactory _componentFactory = default!;
private readonly Dictionary<string, List<FoodSourceData>> _sources = new();
public override void Initialize()
{
SubscribeLocalEvent<PrototypesReloadedEventArgs>(OnPrototypesReloaded);
_player.PlayerStatusChanged += OnPlayerStatusChanged;
ReloadRecipes();
}
private void OnPrototypesReloaded(PrototypesReloadedEventArgs args)
{
if (!args.WasModified<EntityPrototype>()
&& !args.WasModified<FoodRecipePrototype>()
&& !args.WasModified<ReactionPrototype>()
)
return;
ReloadRecipes();
}
public void ReloadRecipes()
{
// TODO: add this code to the list of known recipes because this is spaghetti
_sources.Clear();
// Butcherable and slicable entities
foreach (var ent in _protoMan.EnumeratePrototypes<EntityPrototype>())
{
if (ent.Abstract
|| ent.Components.Any(it => ComponentNamesBlacklist.Contains(it.Key))
|| ent.SetSuffix is {} suffix && SuffixBlacklist.Any(it => suffix.Contains(it, StringComparison.OrdinalIgnoreCase))
)
continue;
if (ent.TryGetComponent<ButcherableComponent>(out var butcherable, _componentFactory))
{
var butcheringSource = new FoodButcheringData(ent, butcherable);
foreach (var butchlet in butcherable.SpawnedEntities)
{
if (butchlet.PrototypeId is null)
continue;
_sources.GetOrNew(butchlet.PrototypeId).Add(butcheringSource);
}
}
if (ent.TryGetComponent<SliceableFoodComponent>(out var sliceable, _componentFactory) && sliceable.Slice is not null)
{
_sources.GetOrNew(sliceable.Slice).Add(new FoodSlicingData(ent, sliceable.Slice.Value, sliceable.TotalCount));
}
}
// Recipes
foreach (var recipe in _protoMan.EnumeratePrototypes<FoodRecipePrototype>())
{
_sources.GetOrNew(recipe.Result).Add(new FoodRecipeData(recipe));
}
// Entity-spawning reactions
foreach (var reaction in _protoMan.EnumeratePrototypes<ReactionPrototype>())
{
foreach (var effect in reaction.Effects)
{
if (effect is not CreateEntityReactionEffect entEffect)
continue;
_sources.GetOrNew(entEffect.Entity).Add(new FoodReactionData(reaction, entEffect.Entity, (int) entEffect.Number));
}
}
Registry.Clear();
foreach (var (result, sources) in _sources)
{
var proto = _protoMan.Index<EntityPrototype>(result);
var composition = proto.TryGetComponent<FoodComponent>(out var food, _componentFactory) && proto.TryGetComponent<SolutionContainerManagerComponent>(out var manager)
? manager?.Solutions?[food.Solution]?.Contents?.ToArray() ?? []
: [];
// We filter out food without whitelisted reagents because well when people look for food they usually expect FOOD and not insulated gloves.
// And we get insulated and other gloves because they have ButcherableComponent and they are also moth food
if (!composition.Any(it => ReagentWhitelist.Contains<ProtoId<ReagentPrototype>>(it.Reagent.Prototype)))
continue;
// We also limit the number of sources to 10 because it's a huge performance strain to render 500 raw meat recipes.
var distinctSources = sources.DistinctBy(it => it.Identitier).Take(10);
var entry = new FoodGuideEntry(result, proto.Name, distinctSources.ToArray(), composition);
Registry.Add(entry);
}
RaiseNetworkEvent(new FoodGuideRegistryChangedEvent(Registry));
}
private void OnPlayerStatusChanged(object? sender, SessionStatusEventArgs args)
{
if (args.NewStatus != SessionStatus.Connected)
return;
RaiseNetworkEvent(new FoodGuideRegistryChangedEvent(Registry), args.Session);
}
}