Files
space-station-14/Content.Server/EntityEffects/Effects/Botany/PlantMutateChemicalsEntityEffectSystem.cs
ahandleman dbda861cad Change Botany Minimum Quantity For Random Chems (#41955)
* Initial change to fix minimums

* Switch to clamp for setting min
2025-12-23 22:15:51 +00:00

46 lines
1.9 KiB
C#

using Content.Server.Botany;
using Content.Server.Botany.Components;
using Content.Shared.EntityEffects;
using Content.Shared.EntityEffects.Effects.Botany;
using Content.Shared.FixedPoint;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server.EntityEffects.Effects.Botany;
public sealed partial class PlantMutateChemicalsEntityEffectSystem : EntityEffectSystem<PlantHolderComponent, PlantMutateChemicals>
{
[Dependency] private readonly IPrototypeManager _proto = default!;
[Dependency] private readonly IRobustRandom _random = default!;
protected override void Effect(Entity<PlantHolderComponent> entity, ref EntityEffectEvent<PlantMutateChemicals> args)
{
if (entity.Comp.Seed == null)
return;
var chemicals = entity.Comp.Seed.Chemicals;
var randomChems = _proto.Index(args.Effect.RandomPickBotanyReagent).Fills;
// Add a random amount of a random chemical to this set of chemicals
var pick = _random.Pick(randomChems);
var chemicalId = _random.Pick(pick.Reagents);
var amount = _random.NextFloat(0.1f, (float)pick.Quantity);
var seedChemQuantity = new SeedChemQuantity();
if (chemicals.ContainsKey(chemicalId))
{
seedChemQuantity.Min = chemicals[chemicalId].Min;
seedChemQuantity.Max = chemicals[chemicalId].Max + amount;
}
else
{
//Set the minimum to a fifth of the quantity to give some level of bad luck protection
seedChemQuantity.Min = FixedPoint2.Clamp(pick.Quantity / 5f, FixedPoint2.Epsilon, 1f);
seedChemQuantity.Max = seedChemQuantity.Min + amount;
seedChemQuantity.Inherent = false;
}
var potencyDivisor = 100f / seedChemQuantity.Max;
seedChemQuantity.PotencyDivisor = (float) potencyDivisor;
chemicals[chemicalId] = seedChemQuantity;
}
}