Adds metabolism effects to pretty much every chem already in the game (#5349)

* pass 1

* a little more reagent effect for breakfast

* move lots of stuff around

* implements all medicines

* implement all cleaning & elements

* implement toxins/pyrotechnic

* p

* linter fixies

* fixes + narcotic balancing

* fix and standardize

* reviews

* things
This commit is contained in:
mirrorcult
2021-11-20 16:47:53 -07:00
committed by GitHub
parent 8c64450305
commit 181fd055ce
36 changed files with 1107 additions and 532 deletions

View File

@@ -9,6 +9,9 @@ namespace Content.Server.Chemistry.ReagentEffectConditions
/// <summary>
/// Used for implementing reagent effects that require a certain amount of reagent before it should be applied.
/// For instance, overdoses.
///
/// This can also trigger on -other- reagents, not just the one metabolizing. By default, it uses the
/// one being metabolized.
/// </summary>
public class ReagentThreshold : ReagentEffectCondition
{
@@ -18,15 +21,21 @@ namespace Content.Server.Chemistry.ReagentEffectConditions
[DataField("max")]
public FixedPoint2 Max = FixedPoint2.MaxValue;
[DataField("reagent")]
public string? Reagent;
public override bool Condition(ReagentEffectArgs args)
{
if (args.Source != null)
if (Reagent == null)
Reagent = args.Reagent.ID;
var quant = FixedPoint2.Zero;
if (args.Source != null && args.Source.ContainsReagent(Reagent))
{
var quant = args.Source.GetReagentQuantity(args.Reagent.ID);
return quant >= Min && quant <= Max;
quant = args.Source.GetReagentQuantity(args.Reagent.ID);
}
return false;
return quant >= Min && quant <= Max;
}
}
}