CatStation/Content.Server/Animals/Systems/EggLayerSystem.cs
Centronias 8ad82dc665
Refactor hunger and thirst systems (#34166)
* ready

* oop forgot the HUD stuff

* woooo examinable generalized tooooo

* oop I forgot to rename the files

* bungled the merge, I guess

* this is called hubris

* Verin's comments

* PR comments

how did I use `ProtoId<> Hunger` in more than a few spots but then just say "thirst can stay a literal :^)"?

also changed a few spots to my beloved
```
functionInvocation(
  one
  param
  per
  line
)
```
```

* Satiation effect condition now with ADDED FUNCTIONALITY?? :o

* tfw you trust the markov chain recommendation because long generic type names are tough q-q

* TFW YOU TRUST THE MARKOV CHAIN BUT IT DOESN'T UNDERSTAND THE DIFFERING SEMANTICS OF MAX AND MIN AHHHHH

* tfw you think to yourself "i need to fix the effects", but then forget to and the code doesn't even compile.

* centralize satiation constants

* other small comments

* The enum is dead.
But at what cost?

* oop

* like 12 more ooperses

* green checks are mine by right; I have performed the rites; I have done my part; you will not deny me this succor

* oops I changed the semantics from `<=` to just `<` and didn't update the tests :)

* serialization has bested me :agony:

also PR comments

* never trust the auto merge :agony:

* literally just this

* force engine back to master because idk why it's different

* fix randomness and update master

* submodule fuckery

* fall before my might

* okay I ran the linter, ARE YOU HAPPY??

* cursed ovis, trouble me no more

* protoman stuff

* inb4 linter bonks me

* break non-critical stuff from the main satiation proto

* ![live crundle reaction](https://preview.redd.it/xh68xqcz518g1.png?width=677&format=png&auto=webp&s=79ba10fe49ec3f8306217732321a7c5429bdfb14)

inb4 this breaks something somewhere lmao

* my two greatest PRs COLLIDE

I wonder why robust says it's changed :hmmclueless

* sanity is at an all-time low

* serialization, I guess

* I don't believe you

* field deltas on class \w*satiation\w*components

* PR comments

* 我做泥團子 😔

* doc + kill one property that's trivially accessible after the threshold caching changes

* fixes

---------

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: AJCM-git <ajcm_mail@disroot.org>
2026-08-08 22:44:24 +00:00

114 lines
4 KiB
C#

using Content.Server.Actions;
using Content.Server.Animals.Components;
using Content.Server.Popups;
using Content.Shared.Actions.Events;
using Content.Shared.IdentityManagement;
using Content.Shared.Mobs.Systems;
using Content.Shared.Nutrition.Components;
using Content.Shared.Nutrition.EntitySystems;
using Content.Shared.Nutrition.Prototypes;
using Content.Shared.Storage;
using Robust.Server.Audio;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Server.Animals.Systems;
/// <summary>
/// Gives the ability to lay eggs/other things;
/// produces endlessly if the owner does not have a HungerComponent.
/// </summary>
public sealed partial class EggLayerSystem : EntitySystem
{
[Dependency] private IRobustRandom _random = default!;
[Dependency] private ActionsSystem _actions = default!;
[Dependency] private AudioSystem _audio = default!;
[Dependency] private SatiationSystem _satiation = default!;
[Dependency] private IGameTiming _timing = default!;
[Dependency] private PopupSystem _popup = default!;
[Dependency] private MobStateSystem _mobState = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<EggLayerComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<EggLayerComponent, EggLayInstantActionEvent>(OnEggLayAction);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<EggLayerComponent>();
while (query.MoveNext(out var uid, out var eggLayer))
{
// Players should be using the action.
if (HasComp<ActorComponent>(uid))
continue;
if (_timing.CurTime < eggLayer.NextGrowth)
continue;
// Randomize next growth time for more organic egglaying.
eggLayer.NextGrowth += TimeSpan.FromSeconds(_random.NextFloat(eggLayer.EggLayCooldownMin, eggLayer.EggLayCooldownMax));
if (_mobState.IsDead(uid))
continue;
// Hungerlevel check/modification is done in TryLayEgg()
// so it's used for player controlled chickens as well.
TryLayEgg(uid, eggLayer);
}
}
private void OnMapInit(EntityUid uid, EggLayerComponent component, MapInitEvent args)
{
_actions.AddAction(uid, ref component.Action, component.EggLayAction);
component.NextGrowth = _timing.CurTime + TimeSpan.FromSeconds(_random.NextFloat(component.EggLayCooldownMin, component.EggLayCooldownMax));
}
private void OnEggLayAction(EntityUid uid, EggLayerComponent egglayer, EggLayInstantActionEvent args)
{
// Cooldown is handeled by ActionAnimalLayEgg in types.yml.
args.Handled = TryLayEgg(uid, egglayer);
}
public bool TryLayEgg(EntityUid uid, EggLayerComponent? egglayer)
{
if (!Resolve(uid, ref egglayer))
return false;
if (_mobState.IsDead(uid))
return false;
// Allow infinitely laying eggs if they can't get hungry.
if (TryComp<SatiationComponent>(uid, out var satiation))
{
if (_satiation.GetValueOrNull((uid, satiation), SatiationSystem.Hunger) < egglayer.HungerUsage)
{
_popup.PopupEntity(Loc.GetString("action-popup-lay-egg-too-hungry"), uid, uid);
return false;
}
_satiation.ModifyValue((uid, satiation), SatiationSystem.Hunger, -egglayer.HungerUsage);
}
foreach (var ent in EntitySpawnCollection.GetSpawns(egglayer.EggSpawn, _random))
{
SpawnNextToOrDrop(ent, uid);
}
// Sound + popups
_audio.PlayPvs(egglayer.EggLaySound, uid);
_popup.PopupEntity(
Loc.GetString("action-popup-lay-egg-user"),
Loc.GetString("action-popup-lay-egg-others", ("entity", Identity.Entity(uid, EntityManager))),
uid,
uid);
return true;
}
}