Merge branch 'master' into 2021-12-03-remove-IEntity-komm-süsser-todd

# Conflicts:
#	Content.Client/Crayon/CrayonDecalVisualizer.cs
#	Content.Client/Tabletop/TabletopSystem.cs
#	Content.IntegrationTests/Tests/InventoryHelpersTest.cs
#	Content.Server/AI/EntitySystems/AiSystem.cs
#	Content.Server/AI/Utility/AiLogic/UtilityAI.cs
#	Content.Server/AME/AMENodeGroup.cs
#	Content.Server/Administration/AdminVerbSystem.cs
#	Content.Server/Body/Systems/RespiratorSystem.cs
#	Content.Server/Chemistry/Components/InjectorComponent.cs
#	Content.Server/Chemistry/TileReactions/CleanTileReaction.cs
#	Content.Server/Chemistry/TileReactions/SpillTileReaction.cs
#	Content.Server/Crayon/CrayonComponent.cs
#	Content.Server/Doors/Components/ServerDoorComponent.cs
#	Content.Server/Explosion/EntitySystems/TriggerSystem.cs
#	Content.Server/Fluids/Components/MopComponent.cs
#	Content.Server/Fluids/Components/SpillExtensions.cs
#	Content.Server/Fluids/EntitySystems/PuddleSystem.cs
#	Content.Server/Instruments/InstrumentSystem.cs
#	Content.Server/Nutrition/EntitySystems/DrinkSystem.cs
#	Content.Server/Nutrition/EntitySystems/FoodSystem.cs
#	Content.Server/PneumaticCannon/PneumaticCannonSystem.cs
#	Content.Server/Storage/Components/EntityStorageComponent.cs
#	Content.Server/Storage/Components/StorageFillComponent.cs
#	Content.Server/Stunnable/StunbatonSystem.cs
#	Content.Server/Throwing/ThrowHelper.cs
#	Content.Server/Weapon/Ranged/Barrels/BarrelSystem.cs
#	Content.Server/Weapon/Ranged/Barrels/Components/ServerBatteryBarrelComponent.cs
#	Content.Server/Weapon/Ranged/ServerRangedWeaponComponent.cs
#	Content.Shared/Containers/ItemSlot/ItemSlotsSystem.cs
#	Content.Shared/Damage/Components/DamageableComponent.cs
#	Content.Shared/Damage/Systems/DamageableSystem.cs
#	Content.Shared/MobState/Components/MobStateComponent.cs
#	Content.Shared/Slippery/SharedSlipperySystem.cs
This commit is contained in:
Vera Aguilera Puerto
2021-12-07 17:48:49 +01:00
171 changed files with 8579 additions and 6088 deletions

View File

@@ -1,6 +1,7 @@
using System.Threading.Tasks;
using Content.Server.Chemistry.EntitySystems;
using Content.Server.DoAfter;
using Content.Server.Fluids.EntitySystems;
using Content.Shared.Chemistry.Components;
using Content.Shared.FixedPoint;
using Content.Shared.Interaction;
@@ -89,6 +90,7 @@ namespace Content.Server.Fluids.Components
* will spill some of the mop's solution onto the puddle which will evaporate eventually.
*/
var solutionSystem = EntitySystem.Get<SolutionContainerSystem>();
var spillableSystem = EntitySystem.Get<SpillableSystem>();
if (!solutionSystem.TryGetSolution(Owner, SolutionName, out var contents ) ||
Mopping ||
@@ -106,8 +108,8 @@ namespace Content.Server.Fluids.Components
if (eventArgs.Target is not {Valid: true} target)
{
// Drop the liquid on the mop on to the ground
solutionSystem.SplitSolution(Owner, contents, FixedPoint2.Min(ResidueAmount, CurrentVolume))
.SpillAt(eventArgs.ClickLocation, "PuddleSmear");
var solution = solutionSystem.SplitSolution(Owner, contents, FixedPoint2.Min(ResidueAmount, CurrentVolume));
spillableSystem.SpillAt(solution, eventArgs.ClickLocation, "PuddleSmear");
return true;
}
@@ -147,9 +149,9 @@ namespace Content.Server.Fluids.Components
// After cleaning the puddle, make a new puddle with solution from the mop as a "wet floor". Then evaporate it slowly.
// we do this WITHOUT adding to the existing puddle. Otherwise we have might have water puddles with the vomit sprite.
solutionSystem.SplitSolution(Owner, contents, transferAmount)
.SplitSolution(ResidueAmount)
.SpillAt(eventArgs.ClickLocation, "PuddleSmear", combine: false);
var splitSolution = solutionSystem.SplitSolution(Owner, contents, transferAmount)
.SplitSolution(ResidueAmount);
spillableSystem.SpillAt(splitSolution, eventArgs.ClickLocation, "PuddleSmear", combine: false);
}
else
{