* 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!
33 lines
1.1 KiB
C#
33 lines
1.1 KiB
C#
#nullable enable
|
|
using System;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.Interfaces.GameObjects;
|
|
using Robust.Shared.IoC;
|
|
using Robust.Shared.Prototypes;
|
|
|
|
namespace Content.Shared.Utility
|
|
{
|
|
public static class EntityPrototypeHelpers
|
|
{
|
|
public static bool HasComponent<T>(string prototype, IPrototypeManager? prototypeManager = null, IComponentFactory? componentFactory = null) where T : IComponent
|
|
{
|
|
return HasComponent(prototype, typeof(T), prototypeManager, componentFactory);
|
|
}
|
|
|
|
public static bool HasComponent(string prototype, Type component, IPrototypeManager? prototypeManager = null, IComponentFactory? componentFactory = null)
|
|
{
|
|
prototypeManager ??= IoCManager.Resolve<IPrototypeManager>();
|
|
componentFactory ??= IoCManager.Resolve<IComponentFactory>();
|
|
|
|
var registration = componentFactory.GetRegistration(component);
|
|
|
|
if (!prototypeManager.TryIndex(prototype, out EntityPrototype proto))
|
|
{
|
|
return proto.Components.ContainsKey(registration.Name);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
}
|
|
}
|