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wwdpublic/Content.Server/Nutrition/EntitySystems/AnimalHusbandrySystem.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

254 lines
9.1 KiB
C#

using Content.Server.Administration.Logs;
using Content.Server.Interaction.Components;
using Content.Server.Popups;
using Content.Shared.Database;
using Content.Shared.IdentityManagement;
using Content.Shared.Mind.Components;
using Content.Shared.Mobs.Systems;
using Content.Shared.NameModifier.EntitySystems;
using Content.Shared.Nutrition.AnimalHusbandry;
using Content.Shared.Nutrition.Components;
using Content.Shared.Nutrition.EntitySystems;
using Content.Shared.Storage;
using Content.Shared.Whitelist;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Player;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Server.Nutrition.EntitySystems;
/// <summary>
/// This handles logic and interactions related to <see cref="ReproductiveComponent"/>
/// </summary>
public sealed class AnimalHusbandrySystem : EntitySystem
{
[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
[Dependency] private readonly HungerSystem _hunger = default!;
[Dependency] private readonly IAdminLogManager _adminLog = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly MobStateSystem _mobState = default!;
[Dependency] private readonly PopupSystem _popup = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
[Dependency] private readonly NameModifierSystem _nameMod = default!;
private readonly HashSet<EntityUid> _failedAttempts = new();
private readonly HashSet<EntityUid> _birthQueue = new();
/// <inheritdoc/>
public override void Initialize()
{
SubscribeLocalEvent<ReproductiveComponent, MindAddedMessage>(OnMindAdded);
SubscribeLocalEvent<InfantComponent, RefreshNameModifiersEvent>(OnRefreshNameModifiers);
}
// we express EZ-pass terminate the pregnancy if a player takes the role
private void OnMindAdded(EntityUid uid, ReproductiveComponent component, MindAddedMessage args)
{
component.Gestating = false;
component.GestationEndTime = null;
}
private void OnRefreshNameModifiers(Entity<InfantComponent> entity, ref RefreshNameModifiersEvent args)
{
// This check may seem redundant, but it makes sure that the prefix is removed before the component is removed
if (_timing.CurTime < entity.Comp.InfantEndTime)
args.AddModifier("infant-name-prefix");
}
/// <summary>
/// Attempts to breed the entity with a valid
/// partner nearby.
/// </summary>
public bool TryReproduceNearby(EntityUid uid, ReproductiveComponent? component = null)
{
if (!Resolve(uid, ref component))
return false;
var xform = Transform(uid);
var partners = new HashSet<Entity<ReproductivePartnerComponent>>();
_entityLookup.GetEntitiesInRange(xform.Coordinates, component.BreedRange, partners);
if (partners.Count >= component.Capacity)
return false;
foreach (var comp in partners)
{
var partner = comp.Owner;
if (TryReproduce(uid, partner, component))
return true;
// exit early if a valid attempt failed
if (_failedAttempts.Contains(uid))
return false;
}
return false;
}
/// <summary>
/// Attempts to breed an entity with
/// the specified partner.
/// </summary>
public bool TryReproduce(EntityUid uid, EntityUid partner, ReproductiveComponent? component = null)
{
if (!Resolve(uid, ref component))
return false;
if (uid == partner)
return false;
if (!CanReproduce(uid, component))
return false;
if (!IsValidPartner(uid, partner, component))
return false;
// if the partner is valid, yet it fails the random check
// invalidate the entity from further attempts this tick
// in order to reduce total possible pairs.
if (!_random.Prob(component.BreedChance))
{
_failedAttempts.Add(uid);
_failedAttempts.Add(partner);
return false;
}
// this is kinda wack but it's the only sound associated with most animals
if (TryComp<InteractionPopupComponent>(uid, out var interactionPopup))
_audio.PlayPvs(interactionPopup.InteractSuccessSound, uid);
_hunger.ModifyHunger(uid, -component.HungerPerBirth);
_hunger.ModifyHunger(partner, -component.HungerPerBirth);
component.GestationEndTime = _timing.CurTime + component.GestationDuration;
component.Gestating = true;
_adminLog.Add(LogType.Action, $"{ToPrettyString(uid)} (carrier) and {ToPrettyString(partner)} (partner) successfully bred.");
return true;
}
/// <summary>
/// Checks if an entity satisfies
/// the conditions to be able to breed.
/// </summary>
public bool CanReproduce(EntityUid uid, ReproductiveComponent? component = null)
{
if (_failedAttempts.Contains(uid))
return false;
if (Resolve(uid, ref component, false) && component.Gestating)
return false;
if (HasComp<InfantComponent>(uid))
return false;
if (_mobState.IsIncapacitated(uid))
return false;
if (TryComp<HungerComponent>(uid, out var hunger) && _hunger.GetHungerThreshold(hunger) < HungerThreshold.Okay)
return false;
if (TryComp<ThirstComponent>(uid, out var thirst) && thirst.CurrentThirstThreshold < ThirstThreshold.Okay)
return false;
return true;
}
/// <summary>
/// Checks if a given entity is a valid partner.
/// Does not include the random check, for sane API reasons.
/// </summary>
public bool IsValidPartner(EntityUid uid, EntityUid partner, ReproductiveComponent? component = null)
{
if (!Resolve(uid, ref component))
return false;
if (!CanReproduce(partner))
return false;
return _whitelistSystem.IsWhitelistPass(component.PartnerWhitelist, partner);
}
/// <summary>
/// Gives birth to offspring and
/// resets the parent entity.
/// </summary>
public void Birth(EntityUid uid, ReproductiveComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
// this is kinda wack but it's the only sound associated with most animals
if (TryComp<InteractionPopupComponent>(uid, out var interactionPopup))
_audio.PlayPvs(interactionPopup.InteractSuccessSound, uid);
var xform = Transform(uid);
var spawns = EntitySpawnCollection.GetSpawns(component.Offspring, _random);
foreach (var spawn in spawns)
{
var offspring = Spawn(spawn, xform.Coordinates.Offset(_random.NextVector2(0.3f)));
_transform.AttachToGridOrMap(offspring);
if (component.MakeOffspringInfant)
{
var infant = AddComp<InfantComponent>(offspring);
infant.InfantEndTime = _timing.CurTime + infant.InfantDuration;
// Make sure the name prefix is applied
_nameMod.RefreshNameModifiers(offspring);
}
_adminLog.Add(LogType.Action, $"{ToPrettyString(uid)} gave birth to {ToPrettyString(offspring)}.");
}
_popup.PopupEntity(Loc.GetString(component.BirthPopup, ("parent", Identity.Entity(uid, EntityManager))), uid);
component.Gestating = false;
component.GestationEndTime = null;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
_birthQueue.Clear();
_failedAttempts.Clear();
var query = EntityQueryEnumerator<ReproductiveComponent>();
while (query.MoveNext(out var uid, out var reproductive))
{
if (reproductive.GestationEndTime != null && _timing.CurTime >= reproductive.GestationEndTime)
{
_birthQueue.Add(uid);
}
if (_timing.CurTime < reproductive.NextBreedAttempt)
continue;
reproductive.NextBreedAttempt += _random.Next(reproductive.MinBreedAttemptInterval, reproductive.MaxBreedAttemptInterval);
// no.
if (HasComp<ActorComponent>(uid) || TryComp<MindContainerComponent>(uid, out var mind) && mind.HasMind)
continue;
TryReproduceNearby(uid, reproductive);
}
foreach (var queued in _birthQueue)
{
Birth(queued);
}
var infantQuery = EntityQueryEnumerator<InfantComponent>();
while (infantQuery.MoveNext(out var uid, out var infant))
{
if (_timing.CurTime < infant.InfantEndTime)
continue;
RemCompDeferred(uid, infant);
// Make sure the name prefix gets removed
_nameMod.RefreshNameModifiers(uid);
}
}
}