* LOCKED THE FUCK IN * Forgot this little fella * Crying * All entity effects ported, needs cleanup still * Commit * HEHEHEHAW * Shelve for now * fixe * Big * First big chunk of changes * Big if true * Commit * IT BUILDS!!! * Fix LINTER fails * Cleanup * Scale working, cut down on some evil code * Delete old Entity Effects * Accidentally breaking shit by fixing bugs * Fix a bunch of effects not working * Fix reagent thresholds * Update damage * Wait don't change the gas metabolisms A * Cleanup * more fixes * Eh * Misc fixes and jank * Remove two things, add bullshit, change condition to inverted * Remove unused "Shared" system structure * Namespace fix * merge conflicts/cleanup * More fixes * Guidebook text begins * Shelve * Push * More shit to push * Fix * Fix merg conflicts * BLOOD FOR THE BLOOD GOD!!! * Mild cleanup and lists * Fix localization and comments * Shuffle localization around a bit. * All done? * Nearly everything * Is this the end? * Whoops forgot to remove that TODO * Get rid of some warnings for good measure... * It's done * Should make those virtual in case we want to override them tbqh... * Update Content.Shared/EntityEffects/Effects/Botany/PlantAttributes/PlantDestroySeeds.cs Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> * Fix test fails real * Add to codeowners * Documentation to everything * Forgot to push whoops * Standardize Condition names * Fix up metabolism a little as a treat * review * add IsServer checks --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
44 lines
1.7 KiB
C#
44 lines
1.7 KiB
C#
using Content.Server.Botany;
|
|
using Content.Server.Botany.Components;
|
|
using Content.Shared.EntityEffects;
|
|
using Content.Shared.EntityEffects.Effects.Botany;
|
|
using Robust.Shared.Prototypes;
|
|
using Robust.Shared.Random;
|
|
|
|
namespace Content.Server.EntityEffects.Effects.Botany;
|
|
|
|
public sealed partial class PlantMutateChemicalsEntityEffectSystem : EntityEffectSystem<PlantHolderComponent, PlantMutateChemicals>
|
|
{
|
|
[Dependency] private readonly IPrototypeManager _proto = default!;
|
|
[Dependency] private readonly IRobustRandom _random = default!;
|
|
|
|
protected override void Effect(Entity<PlantHolderComponent> entity, ref EntityEffectEvent<PlantMutateChemicals> args)
|
|
{
|
|
if (entity.Comp.Seed == null)
|
|
return;
|
|
|
|
var chemicals = entity.Comp.Seed.Chemicals;
|
|
var randomChems = _proto.Index(args.Effect.RandomPickBotanyReagent).Fills;
|
|
|
|
// Add a random amount of a random chemical to this set of chemicals
|
|
var pick = _random.Pick(randomChems);
|
|
var chemicalId = _random.Pick(pick.Reagents);
|
|
var amount = _random.Next(1, (int)pick.Quantity);
|
|
var seedChemQuantity = new SeedChemQuantity();
|
|
if (chemicals.ContainsKey(chemicalId))
|
|
{
|
|
seedChemQuantity.Min = chemicals[chemicalId].Min;
|
|
seedChemQuantity.Max = chemicals[chemicalId].Max + amount;
|
|
}
|
|
else
|
|
{
|
|
seedChemQuantity.Min = 1;
|
|
seedChemQuantity.Max = 1 + amount;
|
|
seedChemQuantity.Inherent = false;
|
|
}
|
|
var potencyDivisor = (int)Math.Ceiling(100.0f / seedChemQuantity.Max);
|
|
seedChemQuantity.PotencyDivisor = potencyDivisor;
|
|
chemicals[chemicalId] = seedChemQuantity;
|
|
}
|
|
}
|