using Content.Server.Nutrition.Components; using Content.Shared.Chemistry.Reagent; using Content.Shared.Nutrition.Components; using Content.Shared.Nutrition.EntitySystems; using Robust.Shared.Prototypes; namespace Content.Server.Chemistry.ReagentEffects { /// /// Attempts to find a HungerComponent on the target, /// and to update it's hunger values. /// public sealed class SatiateHunger : ReagentEffect { private const float DefaultNutritionFactor = 3.0f; /// /// How much hunger is satiated when 1u of the reagent is metabolized /// [DataField("factor")] public float NutritionFactor { get; set; } = DefaultNutritionFactor; //Remove reagent at set rate, satiate hunger if a HungerComponent can be found public override void Effect(ReagentEffectArgs args) { var entman = args.EntityManager; if (!entman.TryGetComponent(args.SolutionEntity, out HungerComponent? hunger)) return; entman.System().ModifyHunger(args.SolutionEntity, NutritionFactor * (float) args.Quantity, hunger); } protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys) => Loc.GetString("reagent-effect-guidebook-satiate-hunger", ("chance", Probability), ("relative", NutritionFactor / DefaultNutritionFactor)); } }