Add egg laying + chicken/duck improvements (#9518)
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55
Content.Server/Animals/Components/EggLayerComponent.cs
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55
Content.Server/Animals/Components/EggLayerComponent.cs
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@@ -0,0 +1,55 @@
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using Content.Shared.Actions;
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using Content.Shared.Actions.ActionTypes;
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using Content.Shared.Sound;
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using Content.Shared.Storage;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Server.Animals.Components;
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/// <summary>
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/// This component handles animals which lay eggs (or some other item) on a timer, using up hunger to do so.
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/// It also grants an action to players who are controlling these entities, allowing them to do it manually.
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/// </summary>
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[RegisterComponent]
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public sealed class EggLayerComponent : Component
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{
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[DataField("eggLayAction", customTypeSerializer: typeof(PrototypeIdSerializer<InstantActionPrototype>))]
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public string EggLayAction = "AnimalLayEgg";
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("hungerUsage")]
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public float HungerUsage = 60f;
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/// <summary>
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/// Minimum cooldown used for the automatic egg laying.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("eggLayCooldownMin")]
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public float EggLayCooldownMin = 60f;
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/// <summary>
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/// Maximum cooldown used for the automatic egg laying.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("eggLayCooldownMax")]
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public float EggLayCooldownMax = 120f;
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/// <summary>
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/// Set during component init.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public float CurrentEggLayCooldown;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("eggSpawn", required: true)]
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public List<EntitySpawnEntry> EggSpawn = default!;
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[DataField("eggLaySound")]
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public SoundSpecifier EggLaySound = new SoundPathSpecifier("/Audio/Effects/pop.ogg");
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[DataField("accumulatedFrametime")]
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public float AccumulatedFrametime;
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}
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public sealed class EggLayInstantActionEvent : InstantActionEvent {}
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95
Content.Server/Animals/Systems/EggLayerSystem.cs
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95
Content.Server/Animals/Systems/EggLayerSystem.cs
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@@ -0,0 +1,95 @@
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using Content.Server.Actions;
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using Content.Server.Animals.Components;
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using Content.Server.Nutrition.Components;
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using Content.Server.Popups;
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using Content.Shared.Actions.ActionTypes;
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using Content.Shared.Storage;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Server.Animals.Systems;
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public sealed class EggLayerSystem : EntitySystem
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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[Dependency] private readonly ActionsSystem _actions = default!;
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[Dependency] private readonly PopupSystem _popup = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<EggLayerComponent, ComponentInit>(OnComponentInit);
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SubscribeLocalEvent<EggLayerComponent, EggLayInstantActionEvent>(OnEggLayAction);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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foreach (var eggLayer in EntityQuery<EggLayerComponent>())
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{
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// Players should be using the action.
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if (HasComp<ActorComponent>(eggLayer.Owner))
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return;
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eggLayer.AccumulatedFrametime += frameTime;
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if (eggLayer.AccumulatedFrametime < eggLayer.CurrentEggLayCooldown)
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continue;
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eggLayer.AccumulatedFrametime -= eggLayer.CurrentEggLayCooldown;
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eggLayer.CurrentEggLayCooldown = _random.NextFloat(eggLayer.EggLayCooldownMin, eggLayer.EggLayCooldownMax);
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TryLayEgg(eggLayer.Owner, eggLayer);
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}
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}
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private void OnComponentInit(EntityUid uid, EggLayerComponent component, ComponentInit args)
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{
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if (!_prototype.TryIndex<InstantActionPrototype>(component.EggLayAction, out var action))
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return;
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_actions.AddAction(uid, new InstantAction(action), uid);
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component.CurrentEggLayCooldown = _random.NextFloat(component.EggLayCooldownMin, component.EggLayCooldownMax);
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}
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private void OnEggLayAction(EntityUid uid, EggLayerComponent component, EggLayInstantActionEvent args)
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{
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args.Handled = TryLayEgg(uid, component);
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}
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public bool TryLayEgg(EntityUid uid, EggLayerComponent? component)
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{
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if (!Resolve(uid, ref component))
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return false;
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// Allow infinitely laying eggs if they can't get hungry
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if (TryComp<HungerComponent>(uid, out var hunger))
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{
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if (hunger.CurrentHunger < component.HungerUsage)
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{
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_popup.PopupEntity(Loc.GetString("action-popup-lay-egg-too-hungry"), uid, Filter.Entities(uid));
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return false;
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}
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hunger.CurrentHunger -= component.HungerUsage;
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}
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foreach (var ent in EntitySpawnCollection.GetSpawns(component.EggSpawn, _random))
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{
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Spawn(ent, Transform(uid).Coordinates);
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}
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// Sound + popups
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SoundSystem.Play(component.EggLaySound.GetSound(), Filter.Pvs(uid), uid, component.EggLaySound.Params);
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_popup.PopupEntity(Loc.GetString("action-popup-lay-egg-user"), uid, Filter.Entities(uid));
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_popup.PopupEntity(Loc.GetString("action-popup-lay-egg-others", ("entity", uid)), uid, Filter.PvsExcept(uid));
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return true;
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}
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}
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@@ -12,12 +12,14 @@ namespace Content.Shared.Storage;
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[DataDefinition]
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public struct EntitySpawnEntry : IPopulateDefaultValues
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{
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("id", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string PrototypeId;
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/// <summary>
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/// The probability that an item will spawn. Takes decimal form so 0.05 is 5%, 0.50 is 50% etc.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("prob")] public float SpawnProbability;
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/// <summary>
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@@ -41,8 +43,10 @@ public struct EntitySpawnEntry : IPopulateDefaultValues
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/// </code>
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/// </example>
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("orGroup")] public string? GroupId;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("amount")] public int Amount;
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/// <summary>
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@@ -50,6 +54,7 @@ public struct EntitySpawnEntry : IPopulateDefaultValues
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/// If this is lesser or equal to <see cref="Amount"/>, it will spawn <see cref="Amount"/> exactly.
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/// Otherwise, it chooses a random value between <see cref="Amount"/> and <see cref="MaxAmount"/> on spawn.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("maxAmount")] public int MaxAmount;
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public void PopulateDefaultValues()
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@@ -37,3 +37,5 @@ The following sounds are taken from TGstation github (licensed under CC by 3.0):
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demon_consume.ogg: taken at https://github.com/tgstation/tgstation/commit/d4f678a1772007ff8d7eddd21cf7218c8e07bfc0
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demon_dies.ogg: taken at https://github.com/tgstation/tgstation/commit/d4f678a1772007ff8d7eddd21cf7218c8e07bfc0
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pop.ogg licensed under CC0 1.0 by mirrorcult
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BIN
Resources/Audio/Effects/pop.ogg
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BIN
Resources/Audio/Effects/pop.ogg
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Binary file not shown.
@@ -46,3 +46,15 @@ accent-words-generic-aggressive-1 = Grr!
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accent-words-generic-aggressive-2 = Rrrr!
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accent-words-generic-aggressive-3 = Grr...
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accent-words-generic-aggressive-4 = Grrow!!
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# Duck
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accent-words-duck-1 = Quack!
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accent-words-duck-2 = Quack.
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accent-words-duck-3 = Quack?
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accent-words-duck-4 = Quack quack!
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# Chicken
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accent-words-chicken-1 = Cluck!
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accent-words-chicken-2 = Cluck.
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accent-words-chicken-3 = Cluck?
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accent-words-chicken-4 = Cluck cluck!
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6
Resources/Locale/en-US/actions/actions/egg-lay.ftl
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6
Resources/Locale/en-US/actions/actions/egg-lay.ftl
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action-name-lay-egg = Lay egg
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action-description-lay-egg = Uses hunger to lay an egg.
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action-popup-lay-egg-user = You lay an egg.
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action-popup-lay-egg-others = {CAPITALIZE(THE($entity))} lays an egg.
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action-popup-lay-egg-too-hungry = You need more food before you can lay another egg!
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@@ -69,3 +69,11 @@
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icon: Objects/Weapons/Melee/shields.rsi/teleriot-icon.png
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iconOn: Objects/Weapons/Melee/shields.rsi/teleriot-on.png
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event: !type:ToggleActionEvent
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- type: instantAction
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id: AnimalLayEgg
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name: action-name-lay-egg
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description: action-description-lay-egg
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icon: Objects/Consumable/Food/egg.rsi/icon.png
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useDelay: 60
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serverEvent: !type:EggLayInstantActionEvent
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@@ -193,6 +193,13 @@
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path: /Audio/Animals/chicken_cluck_happy.ogg
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- type: Bloodstream
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bloodMaxVolume: 100
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- type: EggLayer
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eggSpawn:
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- id: FoodEgg
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- type: ReplacementAccent
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accent: chicken
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- type: SentienceTarget
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flavorKind: organic
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- type: entity
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name: mallard duck #Quack
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@@ -237,6 +244,13 @@
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path: /Audio/Animals/duck_quack_happy.ogg
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- type: Bloodstream
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bloodMaxVolume: 100
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- type: EggLayer
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eggSpawn:
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- id: FoodEgg
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- type: ReplacementAccent
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accent: duck
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- type: SentienceTarget
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flavorKind: organic
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- type: entity
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name: white duck #Quack
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@@ -62,3 +62,19 @@
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- accent-words-generic-aggressive-2
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- accent-words-generic-aggressive-3
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- accent-words-generic-aggressive-4
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- type: accent
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id: duck
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words:
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- accent-words-duck-1
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- accent-words-duck-2
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- accent-words-duck-3
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- accent-words-duck-4
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- type: accent
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id: chicken
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words:
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- accent-words-chicken-1
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- accent-words-chicken-2
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- accent-words-chicken-3
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- accent-words-chicken-4
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