* Rename SolutionContainerCaps -> Capability * Move IExamine event to Chemistry System. * ECS the ISolutionChange into SolutionChangeEvent * Unify SolutionContainer into a single shared component * Replace ISolutionInteraction with SolutionContainerComponent * Move all methods from SolutionContainer to ChemistrySystem * Refactor EntitySystem calls to Dependencies * Refactor SolutionContainer to SolutionManager * Fix yamls * Fix test fails * Fix post merge issues * Fix various issues with SolutionManager * More fixes * Fix more components * Fix events not being directed * Fixes for Hypospray * Separate removal and iteration on Metabolism * Fix creampie problems * Address some of sloth's issues * Refactors for Systems * Refactored solution location * Fix tests * Address more sloth issues * Fix dependency * Fix merge conflicts * Add xmldocs for Capabilities components * Remove HasSolution/TryGetDefaultSolution and Add/Remove Drainable/Refillable * Replace Grindable/Juiceable with Extractable * Refactor field names * Fix Drainable * Fix some issues with spillable and injector * Fix issues with Grinder * Fix Beaker having duplicate solutions * Fix foaming * Address some MGS issues * Fix Uid issues * Fix errors in solution Tranfer * Fixed some extra values constant values * Cola is drinkable now
28 lines
1018 B
C#
28 lines
1018 B
C#
using Content.Server.Nutrition.Components;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Reagent;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.Chemistry.ReagentEffects
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{
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/// <summary>
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/// Attempts to find a HungerComponent on the target,
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/// and to update it's hunger values.
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/// </summary>
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public class SatiateHunger : ReagentEffect
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{
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/// <summary>
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/// How much hunger is satiated when 1u of the reagent is metabolized
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/// </summary>
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[DataField("nutritionFactor")] public float NutritionFactor { get; set; } = 3.0f;
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//Remove reagent at set rate, satiate hunger if a HungerComponent can be found
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public override void Metabolize(IEntity solutionEntity, Solution.ReagentQuantity amount)
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{
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if (solutionEntity.TryGetComponent(out HungerComponent? hunger))
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hunger.UpdateFood(NutritionFactor);
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}
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}
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}
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