using Content.Server.Botany.Components; using Content.Shared.Chemistry.Components; using Content.Shared.FixedPoint; using Robust.Server.GameObjects; namespace Content.Server.Botany.Systems; public sealed partial class BotanySystem { public void ProduceGrown(EntityUid uid, ProduceComponent produce) { if (!TryGetSeed(produce, out var seed)) return; if (TryComp(uid, out SpriteComponent? sprite)) { sprite.LayerSetRSI(0, seed.PlantRsi); sprite.LayerSetState(0, seed.PlantIconState); } Solution.ReagentQuantity[] reagents = new Solution.ReagentQuantity[seed.Chemicals.Count]; int i = 0; foreach (var (chem, quantity) in seed.Chemicals) { var amount = FixedPoint2.New(quantity.Min); if (quantity.PotencyDivisor > 0 && seed.Potency > 0) amount += FixedPoint2.New(seed.Potency / quantity.PotencyDivisor); amount = FixedPoint2.New((int) MathHelper.Clamp(amount.Float(), quantity.Min, quantity.Max)); reagents[i++] = new(chem, amount); } _solutionContainerSystem.EnsureSolution(uid, produce.SolutionName, reagents); } }