Files
wwdpublic/Content.Server/Botany/SeedPrototype.cs
drakewill-CRL efa4d384ae Botany Rework Part 1: Mutations (#31163)
Instead of each mutation being a flag that gets checked at some unique point in BotanySystem somewhere, they're now EntityEffects that get applied when the mutation occurs and when produce is harvested. One new list was added to SeedData so that multiple other fields could be removed.

All the non-stat-change mutations that have been rolled are added to the Mutations list, and get applied to the plant when the mutation occurs or when a seed with the mutation is planted. Produce get mutations applied at harvest if they apply to the produce, and carry all of the plant's mutations over as a seed. This gets rid of the one-off checks for things like Slippery, Bioluminescent, Sentient, etc.

The base odds of a mutation applying should be equal to the odds of the original mutation check. It pretended to have 1 bit flip (on averge) per mutation power, and odds of each mutation was the odds of one of its bit being flipped (1 /275 * bits). The 'thermometer code' applied for numbers will be replaced with simple random rolls, as both average out to the middle value. The new checks are much easier to understand and don't obfuscate the actual changes of something happening behind 3 layers of math. The biggest player-facing change is that Potency will be able to get over 65 significantly more often than it did in the previous system, but it will be just as common to get low values as high ones.

Mutation definitions have been moved to a .yml file. These include the odds per tick per mutagen strength of that mutation applying that tick, the effect applied, if it applies to the plant and/or its produce. This makes mutations simpler to add and edit.

This PR is limited specifically to the mutation logic. Improving other aspects of the system will be done in other PRs per the design document. Mutations was chosen first because its got the largest amount of one-off checks scattered all over that could be consolidated. Once this is merged, mutations could be contributed to the codebase with minimal extra work for later botany refactor PRs.

(cherry picked from commit 1dec19cc052dd22c73cc25dc92b3d0a918ef13fd)
2025-07-20 20:44:00 +10:00

385 lines
13 KiB
C#

using Content.Server.Botany.Components;
using Content.Server.Botany.Systems;
using Content.Shared.Atmos;
using Content.Shared.EntityEffects;
using Content.Shared.Random;
using Robust.Shared.Audio;
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;
namespace Content.Server.Botany;
[Prototype("seed")]
public sealed partial 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(EntityEffect), 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] 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;
/// <summary>
/// If true, teleports both fruit and player if slippable.
/// </summary>
[DataField] public bool Teleporting;
// 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 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(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,
Ligneous = Ligneous,
Teleporting = Teleporting,
PlantRsi = PlantRsi,
PlantIconState = PlantIconState,
CanScream = CanScream,
TurnIntoKudzu = TurnIntoKudzu,
SplatPrototype = SplatPrototype,
Mutations = Mutations,
// 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,
Mutations = Mutations,
Seedless = Seedless,
Viable = Viable,
Ligneous = Ligneous,
Teleporting = Teleporting,
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;
}
}