* plants and seeds go brrrr * update plants * P L A N T * brrrr * Hydroponics actually work! How about that? * Reuse resource path in visualizer * They lied to us. * Several stuffs * more werk * Add a bunch of plants * Logs go brr. * Brrr moment. * Remove unused method * Important comment. * Seed inventory, yo! * tomato moment * Balance consumption * Makes hydroponics pourable * Adds plant metabolism effect for sugar, the same as glucose. * Eggplant moment * Apple moment * Corn moment * Chanterelle mushroom moment * prototype tweaks * Seed extractor moment * typo * IPlantMetabolizable doc improvement * I should trust my gut instinct more often. * egg-plant..... * localization * Make WaterLevel and NutritionLevel setters private * Less code repetition! Wooo!
71 lines
1.9 KiB
C#
71 lines
1.9 KiB
C#
using System;
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using System.Collections.Generic;
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using Content.Server.Botany;
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using Content.Server.GameObjects.Components.Botany;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Prototypes;
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namespace Content.Server.GameObjects.EntitySystems
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{
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[UsedImplicitly]
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public class PlantSystem : EntitySystem
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{
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[Dependency] private readonly IComponentManager _componentManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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private int _nextUid = 0;
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private readonly Dictionary<int, Seed> _seeds = new Dictionary<int,Seed>();
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private float _timer = 0f;
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public IReadOnlyDictionary<int, Seed> Seeds => _seeds;
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public override void Initialize()
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{
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base.Initialize();
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foreach (var seed in _prototypeManager.EnumeratePrototypes<Seed>())
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{
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AddSeedToDatabase(seed);
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}
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}
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public bool AddSeedToDatabase(Seed seed)
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{
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// If it's not -1, it's already in the database. Probably.
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if (seed.Uid != -1)
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return false;
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seed.Uid = GetNextSeedUid();
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_seeds[seed.Uid] = seed;
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return true;
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}
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private int GetNextSeedUid()
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{
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return _nextUid++;
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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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_timer += frameTime;
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if (_timer < 3f)
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return;
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_timer = 0f;
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foreach (var plantHolder in _componentManager.EntityQuery<PlantHolderComponent>())
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{
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plantHolder.Update();
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}
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}
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}
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}
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