using Content.Server.Actions;
using Content.Server.Animals.Components;
using Content.Server.Popups;
using Content.Shared.Actions.Events;
using Content.Shared.Mobs.Systems;
using Content.Shared.Nutrition.Components;
using Content.Shared.Nutrition.EntitySystems;
using Content.Shared.Storage;
using Robust.Server.Audio;
using Robust.Shared.Player;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Server.Animals.Systems;
///
/// Gives the ability to lay eggs/other things;
/// produces endlessly if the owner does not have a HungerComponent.
///
public sealed class EggLayerSystem : EntitySystem
{
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly ActionsSystem _actions = default!;
[Dependency] private readonly AudioSystem _audio = default!;
[Dependency] private readonly HungerSystem _hunger = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly PopupSystem _popup = default!;
[Dependency] private readonly MobStateSystem _mobState = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnMapInit);
SubscribeLocalEvent(OnEggLayAction);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator();
while (query.MoveNext(out var uid, out var eggLayer))
{
// Players should be using the action.
if (HasComp(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(uid, out var hunger))
{
if (_hunger.GetHunger(hunger) < egglayer.HungerUsage)
{
_popup.PopupEntity(Loc.GetString("action-popup-lay-egg-too-hungry"), uid, uid);
return false;
}
_hunger.ModifyHunger(uid, -egglayer.HungerUsage, hunger);
}
foreach (var ent in EntitySpawnCollection.GetSpawns(egglayer.EggSpawn, _random))
{
Spawn(ent, Transform(uid).Coordinates);
}
// Sound + popups
_audio.PlayPvs(egglayer.EggLaySound, uid);
_popup.PopupEntity(Loc.GetString("action-popup-lay-egg-user"), uid, uid);
_popup.PopupEntity(Loc.GetString("action-popup-lay-egg-others", ("entity", uid)), uid, Filter.PvsExcept(uid), true);
return true;
}
}