* basic system + convert all plantmetabolism * stragglers * convert all old metabolisms over * fix YAML errors + dumb serialization issue * remove unused thingy * reimplement * add organ type condition * organtype condition but real * cleanups + test fix * metabolismtype -> metabolizertype * solution resilience * fixes * serializer + use entityuid + hashset * this is apparently an entirely different thing * turns out it just works * oops
27 lines
939 B
C#
27 lines
939 B
C#
using Content.Shared.Chemistry.Components;
|
|
using Content.Shared.Chemistry.Reagent;
|
|
using Content.Shared.FixedPoint;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.Serialization.Manager.Attributes;
|
|
|
|
namespace Content.Server.Chemistry.ReagentEffectConditions
|
|
{
|
|
/// <summary>
|
|
/// Used for implementing reagent effects that require a certain amount of reagent before it should be applied.
|
|
/// For instance, overdoses.
|
|
/// </summary>
|
|
public class ReagentThreshold : ReagentEffectCondition
|
|
{
|
|
[DataField("min")]
|
|
public FixedPoint2 Min = FixedPoint2.Zero;
|
|
|
|
[DataField("max")]
|
|
public FixedPoint2 Max = FixedPoint2.MaxValue;
|
|
|
|
public override bool Condition(EntityUid solutionEntity, EntityUid organEntity, Solution.ReagentQuantity reagent, IEntityManager entityManager)
|
|
{
|
|
return reagent.Quantity >= Min && reagent.Quantity < Max;
|
|
}
|
|
}
|
|
}
|