Predict Injector (syringes), cleanup (#25235)

At least the mode/transfer amount logic. Actual transfer logic needs Bloodstream which I didn't wanna move into shared.
This commit is contained in:
Pieter-Jan Briers
2024-02-15 00:05:01 +01:00
committed by GitHub
parent d0c24f9aff
commit 6d8be538c9
11 changed files with 613 additions and 642 deletions

View File

@@ -2,34 +2,21 @@ using Content.Client.Chemistry.Components;
using Content.Client.Chemistry.UI;
using Content.Client.Items;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.EntitySystems;
using Robust.Shared.GameStates;
namespace Content.Client.Chemistry.EntitySystems;
public sealed class InjectorSystem : EntitySystem
public sealed class InjectorSystem : SharedInjectorSystem
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<InjectorComponent, ComponentHandleState>(OnHandleInjectorState);
Subs.ItemStatus<InjectorComponent>(ent => new InjectorStatusControl(ent));
Subs.ItemStatus<InjectorComponent>(ent => new InjectorStatusControl(ent, SolutionContainers));
SubscribeLocalEvent<HyposprayComponent, ComponentHandleState>(OnHandleHyposprayState);
Subs.ItemStatus<HyposprayComponent>(ent => new HyposprayStatusControl(ent));
}
private void OnHandleInjectorState(EntityUid uid, InjectorComponent component, ref ComponentHandleState args)
{
if (args.Current is not SharedInjectorComponent.InjectorComponentState state)
{
return;
}
component.CurrentVolume = state.CurrentVolume;
component.TotalVolume = state.TotalVolume;
component.CurrentMode = state.CurrentMode;
component.UiUpdateNeeded = true;
}
private void OnHandleHyposprayState(EntityUid uid, HyposprayComponent component, ref ComponentHandleState args)
{
if (args.Current is not HyposprayComponentState cState)