* First pass * Fix access and rename banananium to bananium * Fix captialization of CookTimeInfoLabel * Fix InteractUsing calls * Remove unused [Dependency] * Replace obsolete references to Anchored with BodyType * Assign default value to shoving someone in disposals * Fix naming * Replace Initialize TryGetComponents with EnsureComponent * Rework AnchorableComponent * Fix singularity component * Replace obsolete usages of Angle.South * Fix efcore warning * Fix container tests * Fix DebugPressurePump invalid PressurePump yaml * Fix getting pathfinding region of grid 0 * Fix atmos plaque missing layer and add info message when it happens * Fix AiSteeringSystem steering in an invalid grid in entity test * Make content able to choose which log level leads to test failures * Revert container test fix for Acruid * Fix sprite, pipe and saving errors Make EntityTest print all errors instead of stopping on the first * Reorder singularity visualizer * Disable pvs for container occlusion adn simple predict reconcile, they use entities other than map ones Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
60 lines
1.9 KiB
C#
60 lines
1.9 KiB
C#
#nullable enable
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using Content.Server.Botany;
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using Content.Server.GameObjects.Components.Chemistry;
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using Content.Shared.Chemistry;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Botany
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{
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[RegisterComponent]
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public class ProduceComponent : Component, ISerializationHooks
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{
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public override string Name => "Produce";
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[DataField("seed")]
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private string? _seedName;
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[ViewVariables]
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public Seed? Seed
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{
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get => _seedName != null ? IoCManager.Resolve<IPrototypeManager>().Index<Seed>(_seedName) : null;
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set => _seedName = value?.ID;
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}
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public float Potency => Seed?.Potency ?? 0;
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public void Grown()
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{
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if (Seed == null)
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return;
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if (Owner.TryGetComponent(out SpriteComponent? sprite))
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{
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sprite.LayerSetRSI(0, Seed.PlantRsi);
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sprite.LayerSetState(0, Seed.PlantIconState);
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}
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var solutionContainer = Owner.EnsureComponent<SolutionContainerComponent>();
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solutionContainer.RemoveAllSolution();
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foreach (var (chem, quantity) in Seed.Chemicals)
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{
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var amount = ReagentUnit.New(quantity.Min);
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if(quantity.PotencyDivisor > 0 && Potency > 0)
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amount += ReagentUnit.New(Potency/quantity.PotencyDivisor);
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amount = ReagentUnit.New((int) MathHelper.Clamp(amount.Float(), quantity.Min, quantity.Max));
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solutionContainer.MaxVolume += amount;
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solutionContainer.Solution.AddReagent(chem, amount);
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}
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}
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}
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}
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