Material Reclaimer (#14969)
* Material Reclaimer * Fix this test * autostack output, tweak volume, add upgrade examine * whitelist AND blacklist support why not * trying so hard to get this fucking test to work * EmoGarbage delves into MaterialArbitrageTest, never to return * VV and restore cloth to glory * make the system more robust * even more stuff has composition; add blacklist for important items * fix test fails * convert recycling * forgor :sadge: * lol * simply a modiCUM of doc commentary
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@@ -1,8 +1,7 @@
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using Content.Server.MachineLinking.Events;
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using Content.Server.MachineLinking.System;
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using Content.Server.Materials;
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using Content.Server.Power.Components;
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using Content.Server.Recycling;
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using Content.Server.Recycling.Components;
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using Content.Shared.Conveyor;
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using Content.Shared.Maps;
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using Content.Shared.Physics;
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@@ -18,7 +17,7 @@ namespace Content.Server.Physics.Controllers;
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public sealed class ConveyorController : SharedConveyorController
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{
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[Dependency] private readonly FixtureSystem _fixtures = default!;
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[Dependency] private readonly RecyclerSystem _recycler = default!;
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[Dependency] private readonly MaterialReclaimerSystem _materialReclaimer = default!;
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[Dependency] private readonly SignalLinkerSystem _signalSystem = default!;
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[Dependency] private readonly SharedBroadphaseSystem _broadphase = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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@@ -105,13 +104,7 @@ public sealed class ConveyorController : SharedConveyorController
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if (TryComp<PhysicsComponent>(uid, out var physics))
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_broadphase.RegenerateContacts(physics);
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if (TryComp<RecyclerComponent>(uid, out var recycler))
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{
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if (component.State != ConveyorState.Off)
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_recycler.EnableRecycler(recycler);
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else
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_recycler.DisableRecycler(recycler);
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}
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_materialReclaimer.SetReclaimerEnabled(uid, component.State != ConveyorState.Off);
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UpdateAppearance(uid, component);
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Dirty(component);
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