Debody Food and Drink Systems, Combine Food and Drink into One System. (#39031)
* Shelve * 22 file diff * What if it was just better * Hold that thought * Near final Commit, then YAML hell * 95% done with cs * Working Commit * Final Commit (Before reviews tear it apart and kill me) * Add a really stupid comment. * KILL * EXPLODE TEST FAILS WITH MY MIND * I hate it here * TACTICAL NUCLEAR STRIKE * Wait what the fuck was I doing? * Comments * Me when I'm stupid * Food doesn't need solutions * API improvements with some API weirdness * Move non-API out of API * Better comment * Fixes and spelling mistakes * Final fixes * Final fixes for real... * Kill food and drink localization files because I hate them. * Water droplet fix * Utensil fixes * Fix verb priority (It should've been 2) * A few minor localization fixes * merge conflict and stuff * MERGE CONFLICT NUCLEAR WAR!!! * Cleanup --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
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@@ -44,9 +44,9 @@ public sealed class NPCUtilitySystem : EntitySystem
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[Dependency] private readonly ContainerSystem _container = default!;
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[Dependency] private readonly DrinkSystem _drink = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly FoodSystem _food = default!;
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[Dependency] private readonly HandsSystem _hands = default!;
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[Dependency] private readonly InventorySystem _inventory = default!;
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[Dependency] private readonly IngestionSystem _ingestion = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly NpcFactionSystem _npcFaction = default!;
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[Dependency] private readonly OpenableSystem _openable = default!;
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@@ -174,14 +174,8 @@ public sealed class NPCUtilitySystem : EntitySystem
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{
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case FoodValueCon:
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{
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if (!TryComp<FoodComponent>(targetUid, out var food))
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return 0f;
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// mice can't eat unpeeled bananas, need monkey's help
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if (_openable.IsClosed(targetUid))
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return 0f;
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if (!_food.IsDigestibleBy(owner, targetUid, food))
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// do we have a mouth available? Is the food item opened?
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if (!_ingestion.CanConsume(owner, targetUid))
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return 0f;
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var avoidBadFood = !HasComp<IgnoreBadFoodComponent>(owner);
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@@ -194,15 +188,16 @@ public sealed class NPCUtilitySystem : EntitySystem
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if (avoidBadFood && HasComp<BadFoodComponent>(targetUid))
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return 0f;
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var nutrition = _ingestion.TotalNutrition(targetUid, owner);
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if (nutrition <= 1.0f)
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return 0f;
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return 1f;
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}
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case DrinkValueCon:
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{
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if (!TryComp<DrinkComponent>(targetUid, out var drink))
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return 0f;
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// can't drink closed drinks
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if (_openable.IsClosed(targetUid))
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// can't drink closed drinks and can't drink with a mask on...
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if (!_ingestion.CanConsume(owner, targetUid))
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return 0f;
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// only drink when thirsty
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@@ -214,7 +209,9 @@ public sealed class NPCUtilitySystem : EntitySystem
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return 0f;
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// needs to have something that will satiate thirst, mice wont try to drink 100% pure mutagen.
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var hydration = _drink.TotalHydration(targetUid, drink);
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// We don't check if the solution is metabolizable cause all drinks should be currently.
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// If that changes then simply use the other overflow.
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var hydration = _ingestion.TotalHydration(targetUid);
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if (hydration <= 1.0f)
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return 0f;
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