Various cow fixes (#18602)
Reparent cow outputs to the correct grid. Adjust produce so that cows and other multi-stomached animals can eat most produce. --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
This commit is contained in:
@@ -1,4 +1,5 @@
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Chemistry.Reagent;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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@@ -28,13 +29,15 @@ public sealed class CreateEntityReactionEffect : ReagentEffect
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public override void Effect(ReagentEffectArgs args)
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public override void Effect(ReagentEffectArgs args)
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{
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{
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var transform = args.EntityManager.GetComponent<TransformComponent>(args.SolutionEntity);
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var transform = args.EntityManager.GetComponent<TransformComponent>(args.SolutionEntity);
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var transformSystem = args.EntityManager.System<SharedTransformSystem>();
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var quantity = Number * args.Quantity.Int();
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var quantity = Number * args.Quantity.Int();
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for (var i = 0; i < quantity; i++)
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for (var i = 0; i < quantity; i++)
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{
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{
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args.EntityManager.SpawnEntity(Entity, transform.MapPosition);
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var uid = args.EntityManager.SpawnEntity(Entity, transform.MapPosition);
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transformSystem.AttachToGridOrMap(uid);
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// TODO figure out how to spawn inside of containers
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// TODO figure out how to properly spawn inside of containers
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// e.g. cheese:
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// e.g. cheese:
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// if the user is holding a bowl milk & enzyme, should drop to floor, not attached to the user.
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// if the user is holding a bowl milk & enzyme, should drop to floor, not attached to the user.
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// if reaction happens in a backpack, should insert cheese into backpack.
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// if reaction happens in a backpack, should insert cheese into backpack.
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@@ -21,15 +21,16 @@ namespace Content.Server.Nutrition.EntitySystems;
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/// </summary>
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/// </summary>
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public sealed class AnimalHusbandrySystem : EntitySystem
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public sealed class AnimalHusbandrySystem : EntitySystem
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{
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{
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[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
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[Dependency] private readonly HungerSystem _hunger = default!;
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[Dependency] private readonly IAdminLogManager _adminLog = default!;
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[Dependency] private readonly IAdminLogManager _adminLog = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
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[Dependency] private readonly HungerSystem _hunger = default!;
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[Dependency] private readonly MetaDataSystem _metaData = default!;
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[Dependency] private readonly MetaDataSystem _metaData = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly PopupSystem _popup = default!;
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[Dependency] private readonly PopupSystem _popup = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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private readonly HashSet<EntityUid> _failedAttempts = new();
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private readonly HashSet<EntityUid> _failedAttempts = new();
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@@ -197,6 +198,7 @@ public sealed class AnimalHusbandrySystem : EntitySystem
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foreach (var spawn in spawns)
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foreach (var spawn in spawns)
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{
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{
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var offspring = Spawn(spawn, xform.Coordinates.Offset(_random.NextVector2(0.3f)));
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var offspring = Spawn(spawn, xform.Coordinates.Offset(_random.NextVector2(0.3f)));
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_transform.AttachToGridOrMap(offspring);
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if (component.MakeOffspringInfant)
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if (component.MakeOffspringInfant)
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{
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{
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var infant = AddComp<InfantComponent>(offspring);
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var infant = AddComp<InfantComponent>(offspring);
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@@ -8,6 +8,9 @@
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- type: SolutionContainerManager
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- type: SolutionContainerManager
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- type: Sprite
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- type: Sprite
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state: produce
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state: produce
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# let cows eat raw produce like wheat and oats
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- type: Food
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requiredStomachs: 2
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- type: Produce
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- type: Produce
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- type: PotencyVisuals
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- type: PotencyVisuals
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- type: Appearance
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- type: Appearance
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@@ -981,6 +984,7 @@
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seedId: flyAmanita
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seedId: flyAmanita
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- type: Extractable
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- type: Extractable
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grindableSolutionName: food
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grindableSolutionName: food
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- type: BadFood
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- type: entity
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- type: entity
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name: gatfruit
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name: gatfruit
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@@ -83,7 +83,6 @@
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nodeGroupID: Spreader
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nodeGroupID: Spreader
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- type: Food
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- type: Food
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requiredStomachs: 2 # ruminants have 4 stomachs but i dont care to give them literally 4 stomachs. 2 is good
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requiredStomachs: 2 # ruminants have 4 stomachs but i dont care to give them literally 4 stomachs. 2 is good
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# TODO make botany plants edible to ruminants as well ...
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delay: 0.5
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delay: 0.5
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- type: FlavorProfile
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- type: FlavorProfile
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flavors:
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flavors:
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