riversong code showcase
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47
Source/Riversong/Game/World/Agents/HouseAgentSystem.cs
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47
Source/Riversong/Game/World/Agents/HouseAgentSystem.cs
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namespace DanieleMarotta.RiversongCodeShowcase
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{
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[GameSystemGroup(typeof(DayOnlyAgentSpawnSystemsGroup))]
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public class HouseAgentSystem : GameSystem, IUpdatable
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{
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[InjectService]
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private GameConfig _config;
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[InjectService]
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private IEntityCache _entityCache;
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[InjectService]
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private IProductCatalog _productCatalog;
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[InjectService]
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private IAgentCommonLogic _agentCommonLogic;
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public HouseAgentSystem(IServiceLocator serviceLocator) : base(serviceLocator)
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{
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}
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public void Update()
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{
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var agentDefinition = (AgentDefinition)_config.Agents.GenericAgent.Asset;
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foreach (var house in _entityCache.GetHouses())
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{
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ref var storage = ref house.GetStorageRW();
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ref var needsState = ref house.GetNeedsStateRW();
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for (var i = 0; i < needsState.Needs.Length; i++)
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{
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var need = needsState.Needs[i];
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if (need.TierIndex > house.TierIndex) break;
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if (need.Type != PopulationNeedType.Product || need.Current > need.FetchThreshold) continue;
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storage.Get(need.ProductHandle, out var count, out var putReservations, out _);
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if (count > 0 || putReservations > 0) continue;
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if (_agentCommonLogic.TryFetchProductFromProvider(agentDefinition, house, need.ProductHandle, 1)) break;
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}
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}
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}
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}
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}
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