This patch gives (modders) the ability to let resources regenerate or decay, i.e. change their resource amount using a timer.
There are several states included which can be used to check whether the change should be applied: whether the entity is dead, i.e. no Health cmp., is alive, is being gathered (introduced a new list for that, `activeGatherers`) or not. Combinations of those can easily be made in the `State`.
The ticket also mentioned a "delay" after which a specified effect occurs, that is also not implemented here, for convenience. So if there are no entities gathering anymore the timer starts running immediately, if applicable.
Use case can be included later. (Or here if people want that.)
The idea was to use StatusEffects for this, but since SE cannot modify the resource amounts (V5 of SE perhaps? ;) ) I just used normal timers.
One could alter the change-value using a SE, though.
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Possible extension:
- In the ticket there is a patch which uses sigmoidal growth, which would be cool :)
- The ticket also mentioned a "delay" after which a specified effect occurs, that is also not implemented here, for convenience. So if there are no entities gathering anymore the timer starts running immediately, if applicable.
-The idea was to use StatusEffects for this, but since SE cannot modify the resource amounts (V5 of SE perhaps? ;) ) I just used normal timers. One could alter the change-value using a SE, though.