Files
tbd-station-14/Content.Server/EntityEffects/Effects/Botany/PlantAttributes/RobustHarvestEntityEffectSystem.cs
Princess Cheeseballs 4059c29ebc Entity effects ECS refactor (#40580)
* 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>
2025-10-12 21:23:42 +00:00

42 lines
1.7 KiB
C#

using Content.Server.Botany.Components;
using Content.Server.Botany.Systems;
using Content.Shared.EntityEffects;
using Content.Shared.EntityEffects.Effects.Botany.PlantAttributes;
using Robust.Shared.Random;
namespace Content.Server.EntityEffects.Effects.Botany.PlantAttributes;
/// <summary>
/// This effect directly increases the potency of a PlantHolder's plant provided it exists and isn't dead.
/// Potency directly correlates to the size of the plant's produce.
/// </summary>
/// <inheritdoc cref="EntityEffectSystem{T,TEffect}"/>
public sealed partial class RobustHarvestEntityEffectSystem : EntityEffectSystem<PlantHolderComponent, RobustHarvest>
{
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly PlantHolderSystem _plantHolder = default!;
protected override void Effect(Entity<PlantHolderComponent> entity, ref EntityEffectEvent<RobustHarvest> args)
{
if (entity.Comp.Seed == null || entity.Comp.Dead)
return;
if (entity.Comp.Seed.Potency < args.Effect.PotencyLimit)
{
_plantHolder.EnsureUniqueSeed(entity, entity.Comp);
entity.Comp.Seed.Potency = Math.Min(entity.Comp.Seed.Potency + args.Effect.PotencyIncrease, args.Effect.PotencyLimit);
if (entity.Comp.Seed.Potency > args.Effect.PotencySeedlessThreshold)
{
entity.Comp.Seed.Seedless = true;
}
}
else if (entity.Comp.Seed.Yield > 1 && _random.Prob(0.1f))
{
// Too much of a good thing reduces yield
_plantHolder.EnsureUniqueSeed(entity, entity.Comp);
entity.Comp.Seed.Yield--;
}
}
}