216 lines
7.8 KiB
C#
216 lines
7.8 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Server.Botany.Components;
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using Content.Server.Kitchen.Components;
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using Content.Server.Popups;
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using Content.Shared.Botany;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Examine;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Physics;
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using Content.Shared.Popups;
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using Content.Shared.Random.Helpers;
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using Content.Shared.Slippery;
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using Content.Shared.StepTrigger.Components;
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using Robust.Server.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Server.Botany.Systems;
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public sealed partial class BotanySystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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[Dependency] private readonly AppearanceSystem _appearance = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly SharedHandsSystem _hands = default!;
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[Dependency] private readonly SharedPointLightSystem _light = default!;
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[Dependency] private readonly SolutionContainerSystem _solutionContainerSystem = default!;
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[Dependency] private readonly MetaDataSystem _metaData = default!;
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[Dependency] private readonly FixtureSystem _fixtureSystem = default!;
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[Dependency] private readonly CollisionWakeSystem _colWakeSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SeedComponent, ExaminedEvent>(OnExamined);
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}
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public bool TryGetSeed(SeedComponent comp, [NotNullWhen(true)] out SeedData? seed)
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{
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if (comp.Seed != null)
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{
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seed = comp.Seed;
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return true;
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}
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if (comp.SeedId != null
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&& _prototypeManager.TryIndex(comp.SeedId, out SeedPrototype? protoSeed))
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{
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seed = protoSeed;
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return true;
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}
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seed = null;
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return false;
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}
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public bool TryGetSeed(ProduceComponent comp, [NotNullWhen(true)] out SeedData? seed)
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{
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if (comp.Seed != null)
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{
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seed = comp.Seed;
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return true;
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}
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if (comp.SeedId != null
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&& _prototypeManager.TryIndex(comp.SeedId, out SeedPrototype? protoSeed))
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{
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seed = protoSeed;
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return true;
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}
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seed = null;
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return false;
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}
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private void OnExamined(EntityUid uid, SeedComponent component, ExaminedEvent args)
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{
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if (!args.IsInDetailsRange)
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return;
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if (!TryGetSeed(component, out var seed))
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return;
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var name = Loc.GetString(seed.DisplayName);
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args.PushMarkup(Loc.GetString($"seed-component-description", ("seedName", name)));
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args.PushMarkup(Loc.GetString($"seed-component-plant-yield-text", ("seedYield", seed.Yield)));
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args.PushMarkup(Loc.GetString($"seed-component-plant-potency-text", ("seedPotency", seed.Potency)));
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}
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#region SeedPrototype prototype stuff
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/// <summary>
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/// Spawns a new seed packet on the floor at a position, then tries to put it in the user's hands if possible.
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/// </summary>
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public EntityUid SpawnSeedPacket(SeedData proto, EntityCoordinates coords, EntityUid user)
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{
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var seed = Spawn(proto.PacketPrototype, coords);
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var seedComp = EnsureComp<SeedComponent>(seed);
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seedComp.Seed = proto;
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var name = Loc.GetString(proto.Name);
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var noun = Loc.GetString(proto.Noun);
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var val = Loc.GetString("botany-seed-packet-name", ("seedName", name), ("seedNoun", noun));
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_metaData.SetEntityName(seed, val);
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// try to automatically place in user's other hand
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_hands.TryPickupAnyHand(user, seed);
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return seed;
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}
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public IEnumerable<EntityUid> AutoHarvest(SeedData proto, EntityCoordinates position, int yieldMod = 1)
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{
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if (position.IsValid(EntityManager) &&
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proto.ProductPrototypes.Count > 0)
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return GenerateProduct(proto, position, yieldMod);
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return Enumerable.Empty<EntityUid>();
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}
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public IEnumerable<EntityUid> Harvest(SeedData proto, EntityUid user, int yieldMod = 1)
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{
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if (proto.ProductPrototypes.Count == 0 || proto.Yield <= 0)
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{
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_popupSystem.PopupCursor(Loc.GetString("botany-harvest-fail-message"), user, PopupType.Medium);
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return Enumerable.Empty<EntityUid>();
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}
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var name = Loc.GetString(proto.DisplayName);
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_popupSystem.PopupCursor(Loc.GetString("botany-harvest-success-message", ("name", name)), user, PopupType.Medium);
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return GenerateProduct(proto, Transform(user).Coordinates, yieldMod);
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}
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public IEnumerable<EntityUid> GenerateProduct(SeedData proto, EntityCoordinates position, int yieldMod = 1)
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{
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var totalYield = 0;
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if (proto.Yield > -1)
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{
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if (yieldMod < 0)
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totalYield = proto.Yield;
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else
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totalYield = proto.Yield * yieldMod;
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totalYield = Math.Max(1, totalYield);
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}
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var products = new List<EntityUid>();
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if (totalYield > 1 || proto.HarvestRepeat != HarvestType.NoRepeat)
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proto.Unique = false;
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for (var i = 0; i < totalYield; i++)
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{
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var product = _robustRandom.Pick(proto.ProductPrototypes);
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var entity = Spawn(product, position);
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entity.RandomOffset(0.25f);
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products.Add(entity);
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var produce = EnsureComp<ProduceComponent>(entity);
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produce.Seed = proto;
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ProduceGrown(entity, produce);
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_appearance.SetData(entity, ProduceVisuals.Potency, proto.Potency);
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if (proto.Mysterious)
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{
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var metaData = MetaData(entity);
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_metaData.SetEntityName(entity, metaData.EntityName + "?", metaData);
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_metaData.SetEntityDescription(entity,
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metaData.EntityDescription + " " + Loc.GetString("botany-mysterious-description-addon"), metaData);
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}
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if (proto.Bioluminescent)
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{
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var light = _light.EnsureLight(entity);
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_light.SetRadius(entity, proto.BioluminescentRadius, light);
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_light.SetColor(entity, proto.BioluminescentColor, light);
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// TODO: Ayo why you copy-pasting code between here and plantholder?
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_light.SetCastShadows(entity, false, light); // this is expensive, and botanists make lots of plants
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}
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if (proto.Slip)
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{
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var slippery = EnsureComp<SlipperyComponent>(entity);
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Dirty(entity, slippery);
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EnsureComp<StepTriggerComponent>(entity);
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// Need a fixture with a slip layer in order to actually do the slipping
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var fixtures = EnsureComp<FixturesComponent>(entity);
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var body = EnsureComp<PhysicsComponent>(entity);
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var shape = fixtures.Fixtures["fix1"].Shape;
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_fixtureSystem.TryCreateFixture(entity, shape, "slips", 1, false, (int) CollisionGroup.SlipLayer, manager: fixtures, body: body);
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// Need to disable collision wake so that mobs can collide with and slip on it
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var collisionWake = EnsureComp<CollisionWakeComponent>(entity);
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_colWakeSystem.SetEnabled(entity, false, collisionWake);
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}
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}
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return products;
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}
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public bool CanHarvest(SeedData proto, EntityUid? held = null)
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{
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return !proto.Ligneous || proto.Ligneous && held != null && HasComp<SharpComponent>(held);
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}
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#endregion
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}
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