#nullable enable
using Content.Server.Botany;
using Content.Server.GameObjects.Components.Chemistry;
using Content.Shared.Chemistry;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Botany
{
[RegisterComponent]
public class ProduceComponent : Component, ISerializationHooks
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
public override string Name => "Produce";
[DataField("seed")]
private string? _seedName;
[ViewVariables]
public Seed? Seed
get => _seedName != null ? IoCManager.Resolve<IPrototypeManager>().Index<Seed>(_seedName) : null;
set => _seedName = value?.ID;
}
public float Potency => Seed?.Potency ?? 0;
public void Grown()
if (Seed == null)
return;
if (Owner.TryGetComponent(out SpriteComponent? sprite))
sprite.LayerSetRSI(0, Seed.PlantRsi);
sprite.LayerSetState(0, Seed.PlantIconState);
var solutionContainer = Owner.EnsureComponent<SolutionContainerComponent>();
solutionContainer.RemoveAllSolution();
foreach (var (chem, quantity) in Seed.Chemicals)
var amount = ReagentUnit.New(quantity.Min);
if(quantity.PotencyDivisor > 0 && Potency > 0)
amount += ReagentUnit.New(Potency/quantity.PotencyDivisor);
amount = ReagentUnit.New((int) MathHelper.Clamp(amount.Float(), quantity.Min, quantity.Max));
solutionContainer.MaxVolume += amount;
solutionContainer.Solution.AddReagent(chem, amount);