Files
tbd-station-14/Content.Server/GameObjects/EntitySystems/PlantSystem.cs
Víctor Aguilera Puerto 484eb0bba4 Botany (#2357)
* 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!
2020-10-26 23:19:46 +01:00

71 lines
1.9 KiB
C#

using System;
using System.Collections.Generic;
using Content.Server.Botany;
using Content.Server.GameObjects.Components.Botany;
using JetBrains.Annotations;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
using Robust.Shared.Prototypes;
namespace Content.Server.GameObjects.EntitySystems
{
[UsedImplicitly]
public class PlantSystem : EntitySystem
{
[Dependency] private readonly IComponentManager _componentManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
private int _nextUid = 0;
private readonly Dictionary<int, Seed> _seeds = new Dictionary<int,Seed>();
private float _timer = 0f;
public IReadOnlyDictionary<int, Seed> Seeds => _seeds;
public override void Initialize()
{
base.Initialize();
foreach (var seed in _prototypeManager.EnumeratePrototypes<Seed>())
{
AddSeedToDatabase(seed);
}
}
public bool AddSeedToDatabase(Seed seed)
{
// If it's not -1, it's already in the database. Probably.
if (seed.Uid != -1)
return false;
seed.Uid = GetNextSeedUid();
_seeds[seed.Uid] = seed;
return true;
}
private int GetNextSeedUid()
{
return _nextUid++;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
_timer += frameTime;
if (_timer < 3f)
return;
_timer = 0f;
foreach (var plantHolder in _componentManager.EntityQuery<PlantHolderComponent>())
{
plantHolder.Update();
}
}
}
}