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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Content.Server/Chemistry/PlantMetabolism/Clonexadone.cs
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38
Content.Server/Chemistry/PlantMetabolism/Clonexadone.cs
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#nullable enable
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using System;
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using Content.Server.GameObjects.Components.Botany;
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using Content.Shared.Interfaces.Chemistry;
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using JetBrains.Annotations;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.IoC;
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using Robust.Shared.Serialization;
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namespace Content.Server.Chemistry.PlantMetabolism
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{
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[UsedImplicitly]
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public class Clonexadone : IPlantMetabolizable
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{
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public void ExposeData(ObjectSerializer serializer)
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{
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}
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public void Metabolize(IEntity plantHolder, float customPlantMetabolism = 1)
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{
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if (plantHolder.Deleted || !plantHolder.TryGetComponent(out PlantHolderComponent? plantHolderComp)
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|| plantHolderComp.Seed == null || plantHolderComp.Dead)
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return;
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var deviation = 0;
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var seed = plantHolderComp.Seed;
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var random = IoCManager.Resolve<IRobustRandom>();
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if (plantHolderComp.Age > seed.Maturation)
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deviation = (int) Math.Max(seed.Maturation - 1, plantHolderComp.Age - random.Next(7, 10));
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else
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deviation = (int) (seed.Maturation / seed.GrowthStages);
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plantHolderComp.Age -= deviation;
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plantHolderComp.SkipAging++;
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plantHolderComp.ForceUpdate = true;
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}
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}
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}
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