* 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!
This commit is contained in:
Víctor Aguilera Puerto
2020-10-26 23:19:46 +01:00
committed by GitHub
parent 7c57d10531
commit 484eb0bba4
250 changed files with 3297 additions and 72 deletions

View File

@@ -0,0 +1,56 @@
#nullable enable
using System.Collections.Generic;
using System.Threading.Tasks;
using Content.Server.GameObjects.Components.Power.ApcNetComponents;
using Content.Server.Utility;
using Content.Shared.GameObjects.Components.Botany;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Server.GameObjects.Components.UserInterface;
using Robust.Server.Interfaces.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.ComponentDependencies;
using Robust.Shared.Interfaces.Random;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
namespace Content.Server.GameObjects.Components.Botany
{
[RegisterComponent]
public class SeedExtractorComponent : Component, IInteractUsing
{
[ComponentDependency] private readonly PowerReceiverComponent? _powerReceiver = default!;
[Dependency] private readonly IRobustRandom _random = default!;
public override string Name => "SeedExtractor";
// TODO: Upgradeable machines.
private int _minSeeds = 1;
private int _maxSeeds = 4;
public async Task<bool> InteractUsing(InteractUsingEventArgs eventArgs)
{
if (!_powerReceiver?.Powered ?? false)
return false;
if (eventArgs.Using.TryGetComponent(out ProduceComponent? produce) && produce.Seed != null)
{
eventArgs.User.PopupMessageCursor(Loc.GetString("You extract some seeds from the {0}.", eventArgs.Using.Name));
eventArgs.Using.Delete();
var random = _random.Next(_minSeeds, _maxSeeds);
for (var i = 0; i < random; i++)
{
produce.Seed.SpawnSeedPacket(Owner.Transform.Coordinates, Owner.EntityManager);
}
return true;
}
return false;
}
}
}