* add Wooly system * add RequireDead to Food * minor fix+cleanup and fix repeating * minor fix+cleanup and fix repeating * make goat wooly --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
57 lines
1.9 KiB
C#
57 lines
1.9 KiB
C#
using Content.Server.Animals.Components;
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using Content.Server.Nutrition;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Nutrition.Components;
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using Content.Shared.Nutrition.EntitySystems;
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using Robust.Shared.Timing;
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namespace Content.Server.Animals.Systems;
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/// <summary>
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/// Handles regeneration of an animal's wool solution when not hungry.
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/// Shearing is not currently possible so the only use is for moths to eat.
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/// </summary>
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public sealed class WoolySystem : EntitySystem
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{
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[Dependency] private readonly HungerSystem _hunger = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly SolutionContainerSystem _solutionContainer = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<WoolyComponent, BeforeFullyEatenEvent>(OnBeforeFullyEaten);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<WoolyComponent, HungerComponent>();
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var now = _timing.CurTime;
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while (query.MoveNext(out var uid, out var comp, out var hunger))
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{
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if (now < comp.NextGrowth)
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continue;
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comp.NextGrowth = now + comp.GrowthDelay;
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// Is there enough nutrition to produce reagent?
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if (_hunger.GetHungerThreshold(hunger) < HungerThreshold.Peckish)
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continue;
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if (!_solutionContainer.TryGetSolution(uid, comp.Solution, out var solution))
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continue;
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_solutionContainer.TryAddReagent(uid, solution, comp.ReagentId, comp.Quantity, out _);
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}
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}
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private void OnBeforeFullyEaten(Entity<WoolyComponent> ent, ref BeforeFullyEatenEvent args)
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{
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// don't want moths to delete goats after eating them
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args.Cancel();
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}
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}
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