Botany (#2357)
* plants and seeds go brrrr * update plants * P L A N T * brrrr * Hydroponics actually work! How about that? * Reuse resource path in visualizer * They lied to us. * Several stuffs * more werk * Add a bunch of plants * Logs go brr. * Brrr moment. * Remove unused method * Important comment. * Seed inventory, yo! * tomato moment * Balance consumption * Makes hydroponics pourable * Adds plant metabolism effect for sugar, the same as glucose. * Eggplant moment * Apple moment * Corn moment * Chanterelle mushroom moment * prototype tweaks * Seed extractor moment * typo * IPlantMetabolizable doc improvement * I should trust my gut instinct more often. * egg-plant..... * localization * Make WaterLevel and NutritionLevel setters private * Less code repetition! Wooo!
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using Content.Shared.GameObjects.Components.Botany;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Client.Interfaces.GameObjects.Components;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Utility;
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namespace Content.Client.GameObjects.Components.Botany
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{
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[UsedImplicitly]
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public class PlantHolderVisualizer : AppearanceVisualizer
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{
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public override void InitializeEntity(IEntity entity)
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{
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base.InitializeEntity(entity);
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var sprite = entity.GetComponent<ISpriteComponent>();
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sprite.LayerMapReserveBlank(PlantHolderLayers.Plant);
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sprite.LayerMapReserveBlank(PlantHolderLayers.HealthLight);
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sprite.LayerMapReserveBlank(PlantHolderLayers.WaterLight);
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sprite.LayerMapReserveBlank(PlantHolderLayers.NutritionLight);
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sprite.LayerMapReserveBlank(PlantHolderLayers.AlertLight);
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sprite.LayerMapReserveBlank(PlantHolderLayers.HarvestLight);
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var hydroTools = new ResourcePath("Constructible/Hydroponics/hydro_tools.rsi");
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sprite.LayerSetSprite(PlantHolderLayers.HealthLight,
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new SpriteSpecifier.Rsi(hydroTools, "over_lowhealth3"));
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sprite.LayerSetSprite(PlantHolderLayers.WaterLight,
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new SpriteSpecifier.Rsi(hydroTools, "over_lowwater3"));
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sprite.LayerSetSprite(PlantHolderLayers.NutritionLight,
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new SpriteSpecifier.Rsi(hydroTools, "over_lownutri3"));
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sprite.LayerSetSprite(PlantHolderLayers.AlertLight,
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new SpriteSpecifier.Rsi(hydroTools, "over_alert3"));
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sprite.LayerSetSprite(PlantHolderLayers.HarvestLight,
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new SpriteSpecifier.Rsi(hydroTools, "over_harvest3"));
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// Let's make those invisible for now.
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sprite.LayerSetVisible(PlantHolderLayers.Plant, false);
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sprite.LayerSetVisible(PlantHolderLayers.HealthLight, false);
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sprite.LayerSetVisible(PlantHolderLayers.WaterLight, false);
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sprite.LayerSetVisible(PlantHolderLayers.NutritionLight, false);
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sprite.LayerSetVisible(PlantHolderLayers.AlertLight, false);
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sprite.LayerSetVisible(PlantHolderLayers.HarvestLight, false);
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// Pretty unshaded lights!
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sprite.LayerSetShader(PlantHolderLayers.HealthLight, "unshaded");
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sprite.LayerSetShader(PlantHolderLayers.WaterLight, "unshaded");
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sprite.LayerSetShader(PlantHolderLayers.NutritionLight, "unshaded");
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sprite.LayerSetShader(PlantHolderLayers.AlertLight, "unshaded");
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sprite.LayerSetShader(PlantHolderLayers.HarvestLight, "unshaded");
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}
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public override void OnChangeData(AppearanceComponent component)
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{
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base.OnChangeData(component);
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var sprite = component.Owner.GetComponent<ISpriteComponent>();
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if (component.TryGetData<SpriteSpecifier>(PlantHolderVisuals.Plant, out var specifier))
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{
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var valid = !specifier.Equals(SpriteSpecifier.Invalid);
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sprite.LayerSetVisible(PlantHolderLayers.Plant, valid);
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if(valid)
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sprite.LayerSetSprite(PlantHolderLayers.Plant, specifier);
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}
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if (component.TryGetData<bool>(PlantHolderVisuals.HealthLight, out var health))
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{
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sprite.LayerSetVisible(PlantHolderLayers.HealthLight, health);
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}
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if (component.TryGetData<bool>(PlantHolderVisuals.WaterLight, out var water))
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{
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sprite.LayerSetVisible(PlantHolderLayers.WaterLight, water);
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}
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if (component.TryGetData<bool>(PlantHolderVisuals.NutritionLight, out var nutrition))
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{
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sprite.LayerSetVisible(PlantHolderLayers.NutritionLight, nutrition);
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}
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if (component.TryGetData<bool>(PlantHolderVisuals.AlertLight, out var alert))
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{
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sprite.LayerSetVisible(PlantHolderLayers.AlertLight, alert);
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}
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if (component.TryGetData<bool>(PlantHolderVisuals.HarvestLight, out var harvest))
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{
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sprite.LayerSetVisible(PlantHolderLayers.HarvestLight, harvest);
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}
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}
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}
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public enum PlantHolderLayers
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{
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Plant,
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HealthLight,
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WaterLight,
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NutritionLight,
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AlertLight,
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HarvestLight,
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}
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}
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