* Creates Content.Shared.Chemistry.Solutions Copies Solution class to new namespace Obsoletes old Solution class * Switches over to the Solutions.Solution Solution * Creates Content.Shared.Chemistry.Containers Copies relevant components/systems to the new namespace Obsoletes old versions * Switches over to the Containers.XYZ namespace * Creates SolutionSystem and obsoletes old SolutionContainerSystem methods * Start using SolutionSystem for Solution manipulation * EnumerateSolutions * Move TryGetMixableSolution * Move EnsureSolution to Server * Create Solution Entities * Stop using obsolete solution system methods * Fix prototype component tests * Add using ..Audio.Systems; back * Wrap solution container slots in ContainerSlots * Actually add the slot to the solution container map * Dirty SolutionContainerComponent when ensuring solutions * Revert namespace changes * Remerge SolutionSystem and SolutionContainerSystem * SolutionContainerManagerComponent refactor * Avoid wrapping necessary code in DebugTools.Assert as it is removed when compiling for release * Readd examine reagent sorting * Fix errors * Poke tests * Fix solution names not being applied * Fix WoolyComponent including statement * Fix merge skew * Fix compile errors * Make reactions use solntities * Reindent solution class namespace * Field attribute changes * AutoGenerateComponentState for SolutionContainerComponent * SolutionContainerComponent -> ContainedSolutionComponent * ref ReactionAttemptEvent * Denetwork preinit solutions * Misc 1 * Nullable TryGetSolution out vars * Cache associated solutions * Fix merge skew * Use explicit regions in SharedSolutionContainerSystem.Capabilities * Add debug assert * Use explicit regions in SharedSolutionContainerSystem.Relay + ref SolutionContainerChangedEvent * ContainedSolutionComponent.Name -> ContainedSolutionComponent.ContainerName * SolutionComponent doc comments * Implicit DataField names and property purge * ReagentEffect DataField names * Local variables for readability * Sort using statements + Entity<T> event handlers * Fix compile erros * Fix compile errors --------- Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
68 lines
2.3 KiB
C#
68 lines
2.3 KiB
C#
using Content.Server.Animals.Components;
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using Content.Server.Chemistry.Containers.EntitySystems;
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using Content.Server.Nutrition;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Nutrition.Components;
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using Content.Shared.Nutrition.EntitySystems;
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using Robust.Shared.Timing;
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namespace Content.Server.Animals.Systems;
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/// <summary>
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/// Gives ability to produce fiber reagents, produces endless if the
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/// owner has no HungerComponent
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/// </summary>
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public sealed class WoolySystem : EntitySystem
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{
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[Dependency] private readonly HungerSystem _hunger = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly SolutionContainerSystem _solutionContainer = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<WoolyComponent, BeforeFullyEatenEvent>(OnBeforeFullyEaten);
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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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var query = EntityQueryEnumerator<WoolyComponent>();
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var now = _timing.CurTime;
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while (query.MoveNext(out var uid, out var wooly))
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{
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if (now < wooly.NextGrowth)
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continue;
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wooly.NextGrowth = now + wooly.GrowthDelay;
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if (_mobState.IsDead(uid))
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continue;
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// Actually there is food digestion so no problem with instant reagent generation "OnFeed"
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if (EntityManager.TryGetComponent(uid, out HungerComponent? hunger))
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{
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// Is there enough nutrition to produce reagent?
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if (_hunger.GetHungerThreshold(hunger) < HungerThreshold.Okay)
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continue;
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_hunger.ModifyHunger(uid, -wooly.HungerUsage, hunger);
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}
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if (!_solutionContainer.ResolveSolution(uid, wooly.SolutionName, ref wooly.Solution))
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continue;
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_solutionContainer.TryAddReagent(wooly.Solution.Value, wooly.ReagentId, wooly.Quantity, out _);
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}
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}
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private void OnBeforeFullyEaten(Entity<WoolyComponent> ent, ref BeforeFullyEatenEvent args)
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{
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// don't want moths to delete goats after eating them
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args.Cancel();
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}
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}
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