* Material

* good prototype

* Fix material storage

* You can insert biomass into the cloner

* ok, basic biomass subtraction works

* amogus

* ok chance works

* Alright, the biomass and genetic stuff works

* feedback for cloning

* more reclaimer polish

* ship it

* starting biomass + fix lathes

* I changed my mind on rat mass and these guys are definitely getting ground up

* Doafter

* clean up, sync the two

* fix naming, fix mass

* technology + construction

* additional logging, stop unanchoring when active

* fix event / logs

* dont gib dead salvage

* auto eject

* fix deconstruction behavior

* make warning message better, temporarily disable cancer scanner

* fix biomass stacks

* add easy mode CVAR

* stack cleanup, make biomass 2x as fast

* bugfix

* new sprite from hyenh

* fix tests

* hello? :smilethink:

* :smilethink:

* medical scanner gets antirotting

* fix cloner and medical scanner

Co-authored-by: Moony <moonheart08@users.noreply.github.com>
This commit is contained in:
Rane
2022-08-29 22:31:27 -04:00
committed by GitHub
parent b111ce8246
commit f36d278499
44 changed files with 764 additions and 114 deletions

View File

@@ -83,6 +83,44 @@ namespace Content.Server.Stack
return entity;
}
/// <summary>
/// Say you want to spawn 97 stacks of something that has a max stack count of 30.
/// This would spawn 3 stacks of 30 and 1 stack of 7.
/// </summary>
public void SpawnMultiple(int amount, int maxCountPerStack, StackPrototype prototype, EntityCoordinates spawnPosition)
{
while (amount > 0)
{
if (amount > maxCountPerStack)
{
var entity = Spawn("MaterialBiomass", spawnPosition);
var stack = Comp<StackComponent>(entity);
SetCount(entity, maxCountPerStack, stack);
amount -= maxCountPerStack;
}
else
{
var entity = Spawn("MaterialBiomass", spawnPosition);
var stack = Comp<StackComponent>(entity);
SetCount(entity, amount, stack);
amount = 0;
}
}
}
public void SpawnMultiple(int amount, int maxCountPerStack, string prototype, EntityCoordinates spawnPosition)
{
if (!_prototypeManager.TryIndex<StackPrototype>(prototype, out var stackType))
{
Logger.Error("Failed to index stack prototype " + prototype);
return;
}
SpawnMultiple(amount, maxCountPerStack, stackType, spawnPosition);
}
private void OnStackAlternativeInteract(EntityUid uid, StackComponent stack, GetVerbsEvent<AlternativeVerb> args)
{
if (!args.CanAccess || !args.CanInteract || args.Hands == null)