Files
OldThink/Content.Server/Chemistry/ReagentEffects/SatiateThirst.cs
Ygg01 c209e3f29b Solution refactor (#4407)
* 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
2021-09-06 23:49:44 +10:00

28 lines
1.0 KiB
C#

using Content.Server.Nutrition.Components;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.Reagent;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.Chemistry.ReagentEffects
{
/// <summary>
/// Default metabolism for drink reagents. Attempts to find a ThirstComponent on the target,
/// and to update it's thirst values.
/// </summary>
public class SatiateThirst : ReagentEffect
{
/// How much thirst is satiated each metabolism tick. Not currently tied to
/// rate or anything.
[DataField("hydrationFactor")]
public float HydrationFactor { get; set; } = 3.0f;
/// Satiate thirst if a ThirstComponent can be found
public override void Metabolize(IEntity solutionEntity, Solution.ReagentQuantity amount)
{
if (solutionEntity.TryGetComponent(out ThirstComponent? thirst))
thirst.UpdateThirst(HydrationFactor);
}
}
}