* reduce network burden of the hunger system * explicit start + last updated * remove auto reformat changes to otherwise untouched code add clamp helper * imagine making breaking changes, documenting them, and then not thinking to check the yaml * comments * Remove unused net manager in hunger system Remove lastAuthoritativeHungerValue from prototypes
109 lines
3.8 KiB
C#
109 lines
3.8 KiB
C#
using Content.Server.Actions;
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using Content.Server.Animals.Components;
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using Content.Server.Popups;
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using Content.Shared.Actions.Events;
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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 Content.Shared.Storage;
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using Robust.Server.Audio;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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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 the ability to lay eggs/other things;
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/// produces endlessly if the owner does not have a HungerComponent.
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/// </summary>
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public sealed class EggLayerSystem : EntitySystem
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly ActionsSystem _actions = default!;
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[Dependency] private readonly AudioSystem _audio = default!;
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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 PopupSystem _popup = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<EggLayerComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<EggLayerComponent, EggLayInstantActionEvent>(OnEggLayAction);
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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<EggLayerComponent>();
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while (query.MoveNext(out var uid, out var eggLayer))
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{
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// Players should be using the action.
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if (HasComp<ActorComponent>(uid))
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continue;
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if (_timing.CurTime < eggLayer.NextGrowth)
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continue;
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// Randomize next growth time for more organic egglaying.
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eggLayer.NextGrowth += TimeSpan.FromSeconds(_random.NextFloat(eggLayer.EggLayCooldownMin, eggLayer.EggLayCooldownMax));
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if (_mobState.IsDead(uid))
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continue;
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// Hungerlevel check/modification is done in TryLayEgg()
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// so it's used for player controlled chickens as well.
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TryLayEgg(uid, eggLayer);
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}
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}
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private void OnMapInit(EntityUid uid, EggLayerComponent component, MapInitEvent args)
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{
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_actions.AddAction(uid, ref component.Action, component.EggLayAction);
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component.NextGrowth = _timing.CurTime + TimeSpan.FromSeconds(_random.NextFloat(component.EggLayCooldownMin, component.EggLayCooldownMax));
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}
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private void OnEggLayAction(EntityUid uid, EggLayerComponent egglayer, EggLayInstantActionEvent args)
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{
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// Cooldown is handeled by ActionAnimalLayEgg in types.yml.
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args.Handled = TryLayEgg(uid, egglayer);
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}
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public bool TryLayEgg(EntityUid uid, EggLayerComponent? egglayer)
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{
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if (!Resolve(uid, ref egglayer))
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return false;
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if (_mobState.IsDead(uid))
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return false;
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// Allow infinitely laying eggs if they can't get hungry.
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if (TryComp<HungerComponent>(uid, out var hunger))
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{
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if (_hunger.GetHunger(hunger) < egglayer.HungerUsage)
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{
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_popup.PopupEntity(Loc.GetString("action-popup-lay-egg-too-hungry"), uid, uid);
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return false;
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}
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_hunger.ModifyHunger(uid, -egglayer.HungerUsage, hunger);
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}
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foreach (var ent in EntitySpawnCollection.GetSpawns(egglayer.EggSpawn, _random))
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{
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Spawn(ent, Transform(uid).Coordinates);
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}
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// Sound + popups
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_audio.PlayPvs(egglayer.EggLaySound, uid);
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_popup.PopupEntity(Loc.GetString("action-popup-lay-egg-user"), uid, uid);
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_popup.PopupEntity(Loc.GetString("action-popup-lay-egg-others", ("entity", uid)), uid, Filter.PvsExcept(uid), true);
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return true;
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}
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}
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