Animals obey conservation of matter unless they are undead (#21922)
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@@ -1,6 +1,7 @@
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using Content.Server.Animals.Components;
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using Content.Server.Nutrition;
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using Content.Shared.Chemistry.EntitySystems;
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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 Robust.Shared.Timing;
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@@ -8,13 +9,14 @@ using Robust.Shared.Timing;
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namespace Content.Server.Animals.Systems;
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/// <summary>
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/// Handles regeneration of an animal's wool solution when not hungry.
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/// Shearing is not currently possible so the only use is for moths to eat.
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/// Gives ability to produce fiber reagents, produces endless if the
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/// owner has no HungerComponent
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/// </summary>
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public sealed class WoolySystem : EntitySystem
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{
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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 MobStateSystem _mobState = default!;
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[Dependency] private readonly SolutionContainerSystem _solutionContainer = default!;
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public override void Initialize()
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@@ -28,23 +30,32 @@ public sealed class WoolySystem : EntitySystem
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<WoolyComponent, HungerComponent>();
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var query = EntityQueryEnumerator<WoolyComponent>();
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var now = _timing.CurTime;
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while (query.MoveNext(out var uid, out var comp, out var hunger))
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while (query.MoveNext(out var uid, out var wooly))
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{
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if (now < comp.NextGrowth)
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if (now < wooly.NextGrowth)
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continue;
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comp.NextGrowth = now + comp.GrowthDelay;
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wooly.NextGrowth = now + wooly.GrowthDelay;
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// Is there enough nutrition to produce reagent?
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if (_hunger.GetHungerThreshold(hunger) < HungerThreshold.Peckish)
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if (_mobState.IsDead(uid))
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continue;
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if (!_solutionContainer.TryGetSolution(uid, comp.Solution, out var solution))
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// Actually there is food digestion so no problem with instant reagent generation "OnFeed"
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if (EntityManager.TryGetComponent(uid, out HungerComponent? hunger))
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{
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// Is there enough nutrition to produce reagent?
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if (_hunger.GetHungerThreshold(hunger) < HungerThreshold.Okay)
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continue;
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_hunger.ModifyHunger(uid, -wooly.HungerUsage, hunger);
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}
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if (!_solutionContainer.TryGetSolution(uid, wooly.Solution, out var solution))
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continue;
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_solutionContainer.TryAddReagent(uid, solution, comp.ReagentId, comp.Quantity, out _);
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_solutionContainer.TryAddReagent(uid, solution, wooly.ReagentId, wooly.Quantity, out _);
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}
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}
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