* Metabolism tweaks
* use MetabolismArgs and convert ReagentEntityReactions into ReagentEffects
* fork forgor 💀
* fixes
33 lines
1002 B
C#
33 lines
1002 B
C#
using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.FixedPoint;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.Chemistry.ReagentEffectConditions
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{
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/// <summary>
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/// Used for implementing reagent effects that require a certain amount of reagent before it should be applied.
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/// For instance, overdoses.
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/// </summary>
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public class ReagentThreshold : ReagentEffectCondition
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{
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[DataField("min")]
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public FixedPoint2 Min = FixedPoint2.Zero;
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[DataField("max")]
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public FixedPoint2 Max = FixedPoint2.MaxValue;
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public override bool Condition(ReagentEffectArgs args)
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{
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if (args.Source != null)
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{
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var quant = args.Source.GetReagentQuantity(args.Reagent.ID);
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return quant >= Min && quant <= Max;
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}
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return false;
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}
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}
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}
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