Files
crystall-punk-14/Content.Shared/Animals/WoolyComponent.cs

58 lines
1.7 KiB
C#
Raw Normal View History

using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.FixedPoint;
Fix udder wooly reagent creation V2 (#32905) * Changed comments to be more clear and uniform. EggLayer uses NextGrowth instead of frame accumulation. Egglayer uses much less energy to make eggs, and lay time is randomized for player and AI chicken. * UdderComponent ReagentId can be changed now UdderSystem and WoolySystem use SharedSolutionContainerSystem now * Entities with udders can be examined to see a rough hunger level udders and wooly stop reagent generation/extra nutrient usage once the solution container is full * Moved stuff to Shared AutoPausedField now * Cleanup moving stuff to Shared * Oops. Make UdderSystem sealed instead of abstract. * Switch PopupEntity for PopupClient * Didn't mean to delete Access * new() instead of default! prototype revert egglayer balance change NextGrowth += timespan in egglayer * forgot [Datafield] for NextGrowth * forgot NetworkedComponent again... * Renaming Shared Animal to Shared Animals to match Server Hopefully also resolve merge conflicts. * Fix incorrect filename * Update with requested changes Put UdderSystem dependencies in alphabetical order. Initialise NextGrowth for Udder and Wooly components on MapInitEvent. Clean-up EggLayerSystem a little. Re-write OnExamine function for UdderSystem, improving clarity. Add full stops to end of udder examine locales. And more :) * Add some additional descriptions for cow hunger levels. * Add Udder and Wooly quantity to AutoNetworkedField * Account for less than starving threshold. --------- Co-authored-by: sirionaut <sirionaut@gmail.com> Co-authored-by: Sirionaut <148076704+Sirionaut@users.noreply.github.com> Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
2024-12-16 12:53:21 +00:00
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
Fix udder wooly reagent creation V2 (#32905) * Changed comments to be more clear and uniform. EggLayer uses NextGrowth instead of frame accumulation. Egglayer uses much less energy to make eggs, and lay time is randomized for player and AI chicken. * UdderComponent ReagentId can be changed now UdderSystem and WoolySystem use SharedSolutionContainerSystem now * Entities with udders can be examined to see a rough hunger level udders and wooly stop reagent generation/extra nutrient usage once the solution container is full * Moved stuff to Shared AutoPausedField now * Cleanup moving stuff to Shared * Oops. Make UdderSystem sealed instead of abstract. * Switch PopupEntity for PopupClient * Didn't mean to delete Access * new() instead of default! prototype revert egglayer balance change NextGrowth += timespan in egglayer * forgot [Datafield] for NextGrowth * forgot NetworkedComponent again... * Renaming Shared Animal to Shared Animals to match Server Hopefully also resolve merge conflicts. * Fix incorrect filename * Update with requested changes Put UdderSystem dependencies in alphabetical order. Initialise NextGrowth for Udder and Wooly components on MapInitEvent. Clean-up EggLayerSystem a little. Re-write OnExamine function for UdderSystem, improving clarity. Add full stops to end of udder examine locales. And more :) * Add some additional descriptions for cow hunger levels. * Add Udder and Wooly quantity to AutoNetworkedField * Account for less than starving threshold. --------- Co-authored-by: sirionaut <sirionaut@gmail.com> Co-authored-by: Sirionaut <148076704+Sirionaut@users.noreply.github.com> Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
2024-12-16 12:53:21 +00:00
namespace Content.Shared.Animals;
/// <summary>
Fix udder wooly reagent creation V2 (#32905) * Changed comments to be more clear and uniform. EggLayer uses NextGrowth instead of frame accumulation. Egglayer uses much less energy to make eggs, and lay time is randomized for player and AI chicken. * UdderComponent ReagentId can be changed now UdderSystem and WoolySystem use SharedSolutionContainerSystem now * Entities with udders can be examined to see a rough hunger level udders and wooly stop reagent generation/extra nutrient usage once the solution container is full * Moved stuff to Shared AutoPausedField now * Cleanup moving stuff to Shared * Oops. Make UdderSystem sealed instead of abstract. * Switch PopupEntity for PopupClient * Didn't mean to delete Access * new() instead of default! prototype revert egglayer balance change NextGrowth += timespan in egglayer * forgot [Datafield] for NextGrowth * forgot NetworkedComponent again... * Renaming Shared Animal to Shared Animals to match Server Hopefully also resolve merge conflicts. * Fix incorrect filename * Update with requested changes Put UdderSystem dependencies in alphabetical order. Initialise NextGrowth for Udder and Wooly components on MapInitEvent. Clean-up EggLayerSystem a little. Re-write OnExamine function for UdderSystem, improving clarity. Add full stops to end of udder examine locales. And more :) * Add some additional descriptions for cow hunger levels. * Add Udder and Wooly quantity to AutoNetworkedField * Account for less than starving threshold. --------- Co-authored-by: sirionaut <sirionaut@gmail.com> Co-authored-by: Sirionaut <148076704+Sirionaut@users.noreply.github.com> Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
2024-12-16 12:53:21 +00:00
/// Gives the ability to produce wool fibers;
/// produces endlessly if the owner does not have a HungerComponent.
/// </summary>
Fix udder wooly reagent creation V2 (#32905) * Changed comments to be more clear and uniform. EggLayer uses NextGrowth instead of frame accumulation. Egglayer uses much less energy to make eggs, and lay time is randomized for player and AI chicken. * UdderComponent ReagentId can be changed now UdderSystem and WoolySystem use SharedSolutionContainerSystem now * Entities with udders can be examined to see a rough hunger level udders and wooly stop reagent generation/extra nutrient usage once the solution container is full * Moved stuff to Shared AutoPausedField now * Cleanup moving stuff to Shared * Oops. Make UdderSystem sealed instead of abstract. * Switch PopupEntity for PopupClient * Didn't mean to delete Access * new() instead of default! prototype revert egglayer balance change NextGrowth += timespan in egglayer * forgot [Datafield] for NextGrowth * forgot NetworkedComponent again... * Renaming Shared Animal to Shared Animals to match Server Hopefully also resolve merge conflicts. * Fix incorrect filename * Update with requested changes Put UdderSystem dependencies in alphabetical order. Initialise NextGrowth for Udder and Wooly components on MapInitEvent. Clean-up EggLayerSystem a little. Re-write OnExamine function for UdderSystem, improving clarity. Add full stops to end of udder examine locales. And more :) * Add some additional descriptions for cow hunger levels. * Add Udder and Wooly quantity to AutoNetworkedField * Account for less than starving threshold. --------- Co-authored-by: sirionaut <sirionaut@gmail.com> Co-authored-by: Sirionaut <148076704+Sirionaut@users.noreply.github.com> Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
2024-12-16 12:53:21 +00:00
[RegisterComponent, AutoGenerateComponentState, AutoGenerateComponentPause, NetworkedComponent]
public sealed partial class WoolyComponent : Component
{
/// <summary>
/// The reagent to grow.
/// </summary>
Fix udder wooly reagent creation V2 (#32905) * Changed comments to be more clear and uniform. EggLayer uses NextGrowth instead of frame accumulation. Egglayer uses much less energy to make eggs, and lay time is randomized for player and AI chicken. * UdderComponent ReagentId can be changed now UdderSystem and WoolySystem use SharedSolutionContainerSystem now * Entities with udders can be examined to see a rough hunger level udders and wooly stop reagent generation/extra nutrient usage once the solution container is full * Moved stuff to Shared AutoPausedField now * Cleanup moving stuff to Shared * Oops. Make UdderSystem sealed instead of abstract. * Switch PopupEntity for PopupClient * Didn't mean to delete Access * new() instead of default! prototype revert egglayer balance change NextGrowth += timespan in egglayer * forgot [Datafield] for NextGrowth * forgot NetworkedComponent again... * Renaming Shared Animal to Shared Animals to match Server Hopefully also resolve merge conflicts. * Fix incorrect filename * Update with requested changes Put UdderSystem dependencies in alphabetical order. Initialise NextGrowth for Udder and Wooly components on MapInitEvent. Clean-up EggLayerSystem a little. Re-write OnExamine function for UdderSystem, improving clarity. Add full stops to end of udder examine locales. And more :) * Add some additional descriptions for cow hunger levels. * Add Udder and Wooly quantity to AutoNetworkedField * Account for less than starving threshold. --------- Co-authored-by: sirionaut <sirionaut@gmail.com> Co-authored-by: Sirionaut <148076704+Sirionaut@users.noreply.github.com> Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
2024-12-16 12:53:21 +00:00
[DataField, AutoNetworkedField]
public ProtoId<ReagentPrototype> ReagentId = "Fiber";
Solution Entities (#21916) * Creates Content.Shared.Chemistry.Solutions Copies Solution class to new namespace Obsoletes old Solution class * Switches over to the Solutions.Solution Solution * Creates Content.Shared.Chemistry.Containers Copies relevant components/systems to the new namespace Obsoletes old versions * Switches over to the Containers.XYZ namespace * Creates SolutionSystem and obsoletes old SolutionContainerSystem methods * Start using SolutionSystem for Solution manipulation * EnumerateSolutions * Move TryGetMixableSolution * Move EnsureSolution to Server * Create Solution Entities * Stop using obsolete solution system methods * Fix prototype component tests * Add using ..Audio.Systems; back * Wrap solution container slots in ContainerSlots * Actually add the slot to the solution container map * Dirty SolutionContainerComponent when ensuring solutions * Revert namespace changes * Remerge SolutionSystem and SolutionContainerSystem * SolutionContainerManagerComponent refactor * Avoid wrapping necessary code in DebugTools.Assert as it is removed when compiling for release * Readd examine reagent sorting * Fix errors * Poke tests * Fix solution names not being applied * Fix WoolyComponent including statement * Fix merge skew * Fix compile errors * Make reactions use solntities * Reindent solution class namespace * Field attribute changes * AutoGenerateComponentState for SolutionContainerComponent * SolutionContainerComponent -> ContainedSolutionComponent * ref ReactionAttemptEvent * Denetwork preinit solutions * Misc 1 * Nullable TryGetSolution out vars * Cache associated solutions * Fix merge skew * Use explicit regions in SharedSolutionContainerSystem.Capabilities * Add debug assert * Use explicit regions in SharedSolutionContainerSystem.Relay + ref SolutionContainerChangedEvent * ContainedSolutionComponent.Name -> ContainedSolutionComponent.ContainerName * SolutionComponent doc comments * Implicit DataField names and property purge * ReagentEffect DataField names * Local variables for readability * Sort using statements + Entity<T> event handlers * Fix compile erros * Fix compile errors --------- Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
2023-12-28 17:58:14 -08:00
/// <summary>
/// The name of <see cref="Solution"/>.
Solution Entities (#21916) * Creates Content.Shared.Chemistry.Solutions Copies Solution class to new namespace Obsoletes old Solution class * Switches over to the Solutions.Solution Solution * Creates Content.Shared.Chemistry.Containers Copies relevant components/systems to the new namespace Obsoletes old versions * Switches over to the Containers.XYZ namespace * Creates SolutionSystem and obsoletes old SolutionContainerSystem methods * Start using SolutionSystem for Solution manipulation * EnumerateSolutions * Move TryGetMixableSolution * Move EnsureSolution to Server * Create Solution Entities * Stop using obsolete solution system methods * Fix prototype component tests * Add using ..Audio.Systems; back * Wrap solution container slots in ContainerSlots * Actually add the slot to the solution container map * Dirty SolutionContainerComponent when ensuring solutions * Revert namespace changes * Remerge SolutionSystem and SolutionContainerSystem * SolutionContainerManagerComponent refactor * Avoid wrapping necessary code in DebugTools.Assert as it is removed when compiling for release * Readd examine reagent sorting * Fix errors * Poke tests * Fix solution names not being applied * Fix WoolyComponent including statement * Fix merge skew * Fix compile errors * Make reactions use solntities * Reindent solution class namespace * Field attribute changes * AutoGenerateComponentState for SolutionContainerComponent * SolutionContainerComponent -> ContainedSolutionComponent * ref ReactionAttemptEvent * Denetwork preinit solutions * Misc 1 * Nullable TryGetSolution out vars * Cache associated solutions * Fix merge skew * Use explicit regions in SharedSolutionContainerSystem.Capabilities * Add debug assert * Use explicit regions in SharedSolutionContainerSystem.Relay + ref SolutionContainerChangedEvent * ContainedSolutionComponent.Name -> ContainedSolutionComponent.ContainerName * SolutionComponent doc comments * Implicit DataField names and property purge * ReagentEffect DataField names * Local variables for readability * Sort using statements + Entity<T> event handlers * Fix compile erros * Fix compile errors --------- Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
2023-12-28 17:58:14 -08:00
/// </summary>
[DataField, ViewVariables(VVAccess.ReadOnly)]
public string SolutionName = "wool";
/// <summary>
/// The solution to add reagent to.
/// </summary>
2025-01-12 07:22:29 +11:00
[ViewVariables(VVAccess.ReadOnly)]
public Entity<SolutionComponent>? Solution;
/// <summary>
/// The amount of reagent to be generated on update.
/// </summary>
Fix udder wooly reagent creation V2 (#32905) * Changed comments to be more clear and uniform. EggLayer uses NextGrowth instead of frame accumulation. Egglayer uses much less energy to make eggs, and lay time is randomized for player and AI chicken. * UdderComponent ReagentId can be changed now UdderSystem and WoolySystem use SharedSolutionContainerSystem now * Entities with udders can be examined to see a rough hunger level udders and wooly stop reagent generation/extra nutrient usage once the solution container is full * Moved stuff to Shared AutoPausedField now * Cleanup moving stuff to Shared * Oops. Make UdderSystem sealed instead of abstract. * Switch PopupEntity for PopupClient * Didn't mean to delete Access * new() instead of default! prototype revert egglayer balance change NextGrowth += timespan in egglayer * forgot [Datafield] for NextGrowth * forgot NetworkedComponent again... * Renaming Shared Animal to Shared Animals to match Server Hopefully also resolve merge conflicts. * Fix incorrect filename * Update with requested changes Put UdderSystem dependencies in alphabetical order. Initialise NextGrowth for Udder and Wooly components on MapInitEvent. Clean-up EggLayerSystem a little. Re-write OnExamine function for UdderSystem, improving clarity. Add full stops to end of udder examine locales. And more :) * Add some additional descriptions for cow hunger levels. * Add Udder and Wooly quantity to AutoNetworkedField * Account for less than starving threshold. --------- Co-authored-by: sirionaut <sirionaut@gmail.com> Co-authored-by: Sirionaut <148076704+Sirionaut@users.noreply.github.com> Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
2024-12-16 12:53:21 +00:00
[DataField, AutoNetworkedField]
public FixedPoint2 Quantity = 25;
/// <summary>
/// The amount of nutrient consumed on update.
/// </summary>
Fix udder wooly reagent creation V2 (#32905) * Changed comments to be more clear and uniform. EggLayer uses NextGrowth instead of frame accumulation. Egglayer uses much less energy to make eggs, and lay time is randomized for player and AI chicken. * UdderComponent ReagentId can be changed now UdderSystem and WoolySystem use SharedSolutionContainerSystem now * Entities with udders can be examined to see a rough hunger level udders and wooly stop reagent generation/extra nutrient usage once the solution container is full * Moved stuff to Shared AutoPausedField now * Cleanup moving stuff to Shared * Oops. Make UdderSystem sealed instead of abstract. * Switch PopupEntity for PopupClient * Didn't mean to delete Access * new() instead of default! prototype revert egglayer balance change NextGrowth += timespan in egglayer * forgot [Datafield] for NextGrowth * forgot NetworkedComponent again... * Renaming Shared Animal to Shared Animals to match Server Hopefully also resolve merge conflicts. * Fix incorrect filename * Update with requested changes Put UdderSystem dependencies in alphabetical order. Initialise NextGrowth for Udder and Wooly components on MapInitEvent. Clean-up EggLayerSystem a little. Re-write OnExamine function for UdderSystem, improving clarity. Add full stops to end of udder examine locales. And more :) * Add some additional descriptions for cow hunger levels. * Add Udder and Wooly quantity to AutoNetworkedField * Account for less than starving threshold. --------- Co-authored-by: sirionaut <sirionaut@gmail.com> Co-authored-by: Sirionaut <148076704+Sirionaut@users.noreply.github.com> Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
2024-12-16 12:53:21 +00:00
[DataField, AutoNetworkedField]
public float HungerUsage = 10f;
/// <summary>
/// How long to wait before growing wool.
/// </summary>
Fix udder wooly reagent creation V2 (#32905) * Changed comments to be more clear and uniform. EggLayer uses NextGrowth instead of frame accumulation. Egglayer uses much less energy to make eggs, and lay time is randomized for player and AI chicken. * UdderComponent ReagentId can be changed now UdderSystem and WoolySystem use SharedSolutionContainerSystem now * Entities with udders can be examined to see a rough hunger level udders and wooly stop reagent generation/extra nutrient usage once the solution container is full * Moved stuff to Shared AutoPausedField now * Cleanup moving stuff to Shared * Oops. Make UdderSystem sealed instead of abstract. * Switch PopupEntity for PopupClient * Didn't mean to delete Access * new() instead of default! prototype revert egglayer balance change NextGrowth += timespan in egglayer * forgot [Datafield] for NextGrowth * forgot NetworkedComponent again... * Renaming Shared Animal to Shared Animals to match Server Hopefully also resolve merge conflicts. * Fix incorrect filename * Update with requested changes Put UdderSystem dependencies in alphabetical order. Initialise NextGrowth for Udder and Wooly components on MapInitEvent. Clean-up EggLayerSystem a little. Re-write OnExamine function for UdderSystem, improving clarity. Add full stops to end of udder examine locales. And more :) * Add some additional descriptions for cow hunger levels. * Add Udder and Wooly quantity to AutoNetworkedField * Account for less than starving threshold. --------- Co-authored-by: sirionaut <sirionaut@gmail.com> Co-authored-by: Sirionaut <148076704+Sirionaut@users.noreply.github.com> Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
2024-12-16 12:53:21 +00:00
[DataField, AutoNetworkedField]
public TimeSpan GrowthDelay = TimeSpan.FromMinutes(1);
/// <summary>
/// When to next try growing wool.
/// </summary>
Fix udder wooly reagent creation V2 (#32905) * Changed comments to be more clear and uniform. EggLayer uses NextGrowth instead of frame accumulation. Egglayer uses much less energy to make eggs, and lay time is randomized for player and AI chicken. * UdderComponent ReagentId can be changed now UdderSystem and WoolySystem use SharedSolutionContainerSystem now * Entities with udders can be examined to see a rough hunger level udders and wooly stop reagent generation/extra nutrient usage once the solution container is full * Moved stuff to Shared AutoPausedField now * Cleanup moving stuff to Shared * Oops. Make UdderSystem sealed instead of abstract. * Switch PopupEntity for PopupClient * Didn't mean to delete Access * new() instead of default! prototype revert egglayer balance change NextGrowth += timespan in egglayer * forgot [Datafield] for NextGrowth * forgot NetworkedComponent again... * Renaming Shared Animal to Shared Animals to match Server Hopefully also resolve merge conflicts. * Fix incorrect filename * Update with requested changes Put UdderSystem dependencies in alphabetical order. Initialise NextGrowth for Udder and Wooly components on MapInitEvent. Clean-up EggLayerSystem a little. Re-write OnExamine function for UdderSystem, improving clarity. Add full stops to end of udder examine locales. And more :) * Add some additional descriptions for cow hunger levels. * Add Udder and Wooly quantity to AutoNetworkedField * Account for less than starving threshold. --------- Co-authored-by: sirionaut <sirionaut@gmail.com> Co-authored-by: Sirionaut <148076704+Sirionaut@users.noreply.github.com> Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
2024-12-16 12:53:21 +00:00
[DataField, AutoPausedField, Access(typeof(WoolySystem))]
public TimeSpan NextGrowth = TimeSpan.Zero;
}