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));
}
}