* LOCKED THE FUCK IN * Forgot this little fella * Crying * All entity effects ported, needs cleanup still * Commit * HEHEHEHAW * Shelve for now * fixe * Big * First big chunk of changes * Big if true * Commit * IT BUILDS!!! * Fix LINTER fails * Cleanup * Scale working, cut down on some evil code * Delete old Entity Effects * Accidentally breaking shit by fixing bugs * Fix a bunch of effects not working * Fix reagent thresholds * Update damage * Wait don't change the gas metabolisms A * Cleanup * more fixes * Eh * Misc fixes and jank * Remove two things, add bullshit, change condition to inverted * Remove unused "Shared" system structure * Namespace fix * merge conflicts/cleanup * More fixes * Guidebook text begins * Shelve * Push * More shit to push * Fix * Fix merg conflicts * BLOOD FOR THE BLOOD GOD!!! * Mild cleanup and lists * Fix localization and comments * Shuffle localization around a bit. * All done? * Nearly everything * Is this the end? * Whoops forgot to remove that TODO * Get rid of some warnings for good measure... * It's done * Should make those virtual in case we want to override them tbqh... * Update Content.Shared/EntityEffects/Effects/Botany/PlantAttributes/PlantDestroySeeds.cs Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> * Fix test fails real * Add to codeowners * Documentation to everything * Forgot to push whoops * Standardize Condition names * Fix up metabolism a little as a treat * review * add IsServer checks --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
60 lines
1.9 KiB
C#
60 lines
1.9 KiB
C#
using Content.Server.Botany.Components;
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using Content.Shared.EntityEffects;
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using Content.Shared.Examine;
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using Content.Shared.FixedPoint;
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namespace Content.Server.Botany.Systems;
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public sealed partial class BotanySystem
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{
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[Dependency] private readonly SharedEntityEffectsSystem _entityEffects = default!;
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public void ProduceGrown(EntityUid uid, ProduceComponent produce)
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{
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if (!TryGetSeed(produce, out var seed))
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return;
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foreach (var mutation in seed.Mutations)
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{
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if (mutation.AppliesToProduce)
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_entityEffects.TryApplyEffect(uid, mutation.Effect);
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}
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if (!_solutionContainerSystem.EnsureSolution(uid,
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produce.SolutionName,
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out var solutionContainer,
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FixedPoint2.Zero))
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return;
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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 = FixedPoint2.New(quantity.Min);
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if (quantity.PotencyDivisor > 0 && seed.Potency > 0)
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amount += FixedPoint2.New(seed.Potency / quantity.PotencyDivisor);
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amount = FixedPoint2.New(MathHelper.Clamp(amount.Float(), quantity.Min, quantity.Max));
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solutionContainer.MaxVolume += amount;
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solutionContainer.AddReagent(chem, amount);
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}
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}
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public void OnProduceExamined(EntityUid uid, ProduceComponent comp, ExaminedEvent args)
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{
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if (comp.Seed == null)
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return;
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using (args.PushGroup(nameof(ProduceComponent)))
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{
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foreach (var m in comp.Seed.Mutations)
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{
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// Don't show mutations that have no effect on produce (sentience)
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if (!m.AppliesToProduce)
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continue;
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if (m.Description != null)
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args.PushMarkup(Loc.GetString(m.Description));
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}
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}
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}
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}
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