Botany (#2357)
* plants and seeds go brrrr * update plants * P L A N T * brrrr * Hydroponics actually work! How about that? * Reuse resource path in visualizer * They lied to us. * Several stuffs * more werk * Add a bunch of plants * Logs go brr. * Brrr moment. * Remove unused method * Important comment. * Seed inventory, yo! * tomato moment * Balance consumption * Makes hydroponics pourable * Adds plant metabolism effect for sugar, the same as glucose. * Eggplant moment * Apple moment * Corn moment * Chanterelle mushroom moment * prototype tweaks * Seed extractor moment * typo * IPlantMetabolizable doc improvement * I should trust my gut instinct more often. * egg-plant..... * localization * Make WaterLevel and NutritionLevel setters private * Less code repetition! Wooo!
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using Content.Server.Botany;
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using Content.Server.GameObjects.Components.Chemistry;
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using Content.Shared.Chemistry;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Botany
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{
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[RegisterComponent]
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public class ProduceComponent : Component
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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public override string Name => "Produce";
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[ViewVariables]
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public Seed Seed { get; set; } = null;
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public float Potency => Seed.Potency;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataReadFunction<string>("seed", null,
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(s) =>
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{
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if(!string.IsNullOrEmpty(s))
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Seed = _prototypeManager.Index<Seed>(s);
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});
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}
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public void Grown()
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{
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if (Seed == null)
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return;
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if (Owner.TryGetComponent(out SpriteComponent sprite))
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{
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sprite.LayerSetRSI(0, Seed.PlantRsi);
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sprite.LayerSetState(0, Seed.PlantIconState);
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}
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var solutionContainer = Owner.EnsureComponent<SolutionContainerComponent>();
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solutionContainer.RemoveAllSolution();
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foreach (var (chem, quantity) in Seed.Chemicals)
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{
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var amount = ReagentUnit.New(quantity.Min);
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if(quantity.PotencyDivisor > 0 && Potency > 0)
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amount += ReagentUnit.New(Potency/quantity.PotencyDivisor);
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amount = ReagentUnit.New((int) MathHelper.Clamp(amount.Float(), quantity.Min, quantity.Max));
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solutionContainer.MaxVolume += amount;
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solutionContainer.Solution.AddReagent(chem, amount);
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}
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}
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}
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}
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