* 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
33 lines
983 B
C#
33 lines
983 B
C#
using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States;
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using Content.Server.Nutrition.Components;
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using Content.Shared.Chemistry.EntitySystems;
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using Robust.Shared.GameObjects;
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namespace Content.Server.AI.Utility.Considerations.Nutrition.Food
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{
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public sealed class FoodValueCon : Consideration
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{
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protected override float GetScore(Blackboard context)
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{
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var target = context.GetState<TargetEntityState>().GetValue();
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if (target == null || target.Deleted ||
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!EntitySystem.Get<SolutionContainerSystem>().TryGetSolution(target, FoodComponent.SolutionName, out var food))
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{
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return 0.0f;
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}
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var nutritionValue = 0;
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foreach (var reagent in food.Contents)
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{
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// TODO
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nutritionValue += (reagent.Quantity * 30).Int();
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}
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return nutritionValue / 1000.0f;
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}
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}
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}
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