Separate Udder examine into ExamineableHunger (#35164)

* Separate udder hunger examine into ExamineableHunger

* Fluent grammar improvements

* Add ExamineableHunger to chickens and ducks.

* Use starving message as "dead" message
This commit is contained in:
Tayrtahn
2025-02-14 23:29:40 -05:00
committed by GitHub
parent b45613ad33
commit 51a56e013c
6 changed files with 81 additions and 54 deletions

View File

@@ -1,7 +1,6 @@
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.EntitySystems;
using Content.Shared.DoAfter;
using Content.Shared.Examine;
using Content.Shared.IdentityManagement;
using Content.Shared.Mobs.Systems;
using Content.Shared.Nutrition.Components;
@@ -32,7 +31,6 @@ public sealed class UdderSystem : EntitySystem
SubscribeLocalEvent<UdderComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<UdderComponent, GetVerbsEvent<AlternativeVerb>>(AddMilkVerb);
SubscribeLocalEvent<UdderComponent, MilkingDoAfterEvent>(OnDoAfter);
SubscribeLocalEvent<UdderComponent, ExaminedEvent>(OnExamine);
}
private void OnMapInit(EntityUid uid, UdderComponent component, MapInitEvent args)
@@ -140,50 +138,4 @@ public sealed class UdderSystem : EntitySystem
};
args.Verbs.Add(verb);
}
/// <summary>
/// Defines the text provided on examine.
/// Changes depending on the amount of hunger the target has.
/// </summary>
private void OnExamine(Entity<UdderComponent> entity, ref ExaminedEvent args)
{
var entityIdentity = Identity.Entity(args.Examined, EntityManager);
string message;
// Check if the target has hunger, otherwise return not hungry.
if (!TryComp<HungerComponent>(entity, out var hunger))
{
message = Loc.GetString("udder-system-examine-none", ("entity", entityIdentity));
args.PushMarkup(message);
return;
}
// Choose the correct examine string based on HungerThreshold.
switch (_hunger.GetHungerThreshold(hunger))
{
case >= HungerThreshold.Overfed:
message = Loc.GetString("udder-system-examine-overfed", ("entity", entityIdentity));
break;
case HungerThreshold.Okay:
message = Loc.GetString("udder-system-examine-okay", ("entity", entityIdentity));
break;
case HungerThreshold.Peckish:
message = Loc.GetString("udder-system-examine-hungry", ("entity", entityIdentity));
break;
// There's a final hunger threshold called "dead" but animals don't actually die so we'll re-use this.
case <= HungerThreshold.Starving:
message = Loc.GetString("udder-system-examine-starved", ("entity", entityIdentity));
break;
default:
return;
}
args.PushMarkup(message);
}
}