* 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>
54 lines
1.8 KiB
C#
54 lines
1.8 KiB
C#
using System.Linq;
|
|
using Content.Server.Botany.Components;
|
|
using Content.Shared.Atmos;
|
|
using Content.Shared.EntityEffects;
|
|
using Content.Shared.EntityEffects.Effects.Botany;
|
|
using Robust.Shared.Random;
|
|
|
|
namespace Content.Server.EntityEffects.Effects.Botany;
|
|
|
|
public sealed partial class PlantMutateExudeGasesEntityEffectSystem : EntityEffectSystem<PlantHolderComponent, PlantMutateExudeGases>
|
|
{
|
|
[Dependency] private readonly IRobustRandom _random = default!;
|
|
|
|
protected override void Effect(Entity<PlantHolderComponent> entity, ref EntityEffectEvent<PlantMutateExudeGases> args)
|
|
{
|
|
if (entity.Comp.Seed == null)
|
|
return;
|
|
|
|
var gasses = entity.Comp.Seed.ExudeGasses;
|
|
|
|
// Add a random amount of a random gas to this gas dictionary
|
|
float amount = _random.NextFloat(args.Effect.MinValue, args.Effect.MaxValue);
|
|
var gas = _random.Pick(Enum.GetValues(typeof(Gas)).Cast<Gas>().ToList());
|
|
|
|
if (!gasses.TryAdd(gas, amount))
|
|
{
|
|
gasses[gas] += amount;
|
|
}
|
|
}
|
|
}
|
|
|
|
public sealed partial class PlantMutateConsumeGasesEntityEffectSystem : EntityEffectSystem<PlantHolderComponent, PlantMutateConsumeGases>
|
|
{
|
|
[Dependency] private readonly IRobustRandom _random = default!;
|
|
|
|
protected override void Effect(Entity<PlantHolderComponent> entity, ref EntityEffectEvent<PlantMutateConsumeGases> args)
|
|
{
|
|
if (entity.Comp.Seed == null)
|
|
return;
|
|
|
|
var gasses = entity.Comp.Seed.ConsumeGasses;
|
|
|
|
// Add a random amount of a random gas to this gas dictionary
|
|
var amount = _random.NextFloat(args.Effect.MinValue, args.Effect.MaxValue);
|
|
var gas = _random.Pick(Enum.GetValues(typeof(Gas)).Cast<Gas>().ToList());
|
|
|
|
if (!gasses.TryAdd(gas, amount))
|
|
{
|
|
gasses[gas] += amount;
|
|
}
|
|
}
|
|
}
|
|
|