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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Content.Shared/Utility/EntityPrototypeHelpers.cs
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Content.Shared/Utility/EntityPrototypeHelpers.cs
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#nullable enable
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using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Utility
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{
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public static class EntityPrototypeHelpers
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{
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public static bool HasComponent<T>(string prototype, IPrototypeManager? prototypeManager = null, IComponentFactory? componentFactory = null) where T : IComponent
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{
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return HasComponent(prototype, typeof(T), prototypeManager, componentFactory);
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}
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public static bool HasComponent(string prototype, Type component, IPrototypeManager? prototypeManager = null, IComponentFactory? componentFactory = null)
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{
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prototypeManager ??= IoCManager.Resolve<IPrototypeManager>();
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componentFactory ??= IoCManager.Resolve<IComponentFactory>();
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var registration = componentFactory.GetRegistration(component);
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if (!prototypeManager.TryIndex(prototype, out EntityPrototype proto))
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{
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return proto.Components.ContainsKey(registration.Name);
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}
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return false;
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}
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}
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}
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