* metabolism -> respirator, add reageanteffect and reagenteffectcondition, start on metabolizercomp/system * move LiverBehavior metabolism logic to Metabolizer * minor tweaks and update all YAML * how about actually taking conditions into account * off by one * removals * reviews
29 lines
1.0 KiB
C#
29 lines
1.0 KiB
C#
using Content.Server.Nutrition.Components;
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using Content.Shared.Chemistry;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Chemistry.Solution;
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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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/// Default metabolism for drink reagents. Attempts to find a ThirstComponent on the target,
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/// and to update it's thirst values.
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/// </summary>
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public class SatiateThirst : ReagentEffect
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{
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/// How much thirst is satiated each metabolism tick. Not currently tied to
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/// rate or anything.
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[DataField("hydrationFactor")]
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public float HydrationFactor { get; set; } = 3.0f;
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/// Satiate thirst if a ThirstComponent 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 ThirstComponent? thirst))
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thirst.UpdateThirst(HydrationFactor);
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}
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}
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}
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