Add text coloring for inspected solution containers, code cleanup (#2010)
* Initial commit * remove helper * fixes * small fix
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@@ -47,9 +47,7 @@ namespace Content.Server.GameObjects.Components.Chemistry
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[ViewVariables] private bool HasBeaker => _beakerContainer.ContainedEntity != null;
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[ViewVariables] private ReagentUnit _dispenseAmount = ReagentUnit.New(10);
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[ViewVariables]
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private SolutionComponent? Solution => _beakerContainer.ContainedEntity?.GetComponent<SolutionComponent>();
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[ViewVariables] private SolutionContainerComponent? Solution => _beakerContainer.ContainedEntity.GetComponent<SolutionContainerComponent>();
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private bool Powered => !Owner.TryGetComponent(out PowerReceiverComponent? receiver) || receiver.Powered;
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@@ -210,7 +208,7 @@ namespace Content.Server.GameObjects.Components.Chemistry
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"", Inventory, Owner.Name, null, _dispenseAmount);
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}
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var solution = beaker.GetComponent<SolutionComponent>();
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var solution = beaker.GetComponent<SolutionContainerComponent>();
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return new ReagentDispenserBoundUserInterfaceState(Powered, true, solution.CurrentVolume, solution.MaxVolume,
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beaker.Name, Inventory, Owner.Name, solution.ReagentList.ToList(), _dispenseAmount);
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}
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@@ -222,7 +220,7 @@ namespace Content.Server.GameObjects.Components.Chemistry
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}
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/// <summary>
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/// If this component contains an entity with a <see cref="SolutionComponent"/>, eject it.
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/// If this component contains an entity with a <see cref="SolutionContainerComponent"/>, eject it.
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/// Tries to eject into user's hands first, then ejects onto dispenser if both hands are full.
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/// </summary>
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private void TryEject(IEntity user)
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@@ -241,26 +239,26 @@ namespace Content.Server.GameObjects.Components.Chemistry
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}
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/// <summary>
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/// If this component contains an entity with a <see cref="SolutionComponent"/>, remove all of it's reagents / solutions.
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/// If this component contains an entity with a <see cref="SolutionContainerComponent"/>, remove all of it's reagents / solutions.
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/// </summary>
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private void TryClear()
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{
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if (!HasBeaker) return;
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var solution = _beakerContainer.ContainedEntity.GetComponent<SolutionComponent>();
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var solution = _beakerContainer.ContainedEntity.GetComponent<SolutionContainerComponent>();
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solution.RemoveAllSolution();
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UpdateUserInterface();
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}
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/// <summary>
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/// If this component contains an entity with a <see cref="SolutionComponent"/>, attempt to dispense the specified reagent to it.
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/// If this component contains an entity with a <see cref="SolutionContainerComponent"/>, attempt to dispense the specified reagent to it.
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/// </summary>
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/// <param name="dispenseIndex">The index of the reagent in <c>Inventory</c>.</param>
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private void TryDispense(int dispenseIndex)
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{
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if (!HasBeaker) return;
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var solution = _beakerContainer.ContainedEntity.GetComponent<SolutionComponent>();
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var solution = _beakerContainer.ContainedEntity.GetComponent<SolutionContainerComponent>();
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solution.TryAddReagent(Inventory[dispenseIndex].ID, _dispenseAmount, out _);
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UpdateUserInterface();
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@@ -292,7 +290,7 @@ namespace Content.Server.GameObjects.Components.Chemistry
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/// <summary>
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/// Called when you click the owner entity with something in your active hand. If the entity in your hand
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/// contains a <see cref="SolutionComponent"/>, if you have hands, and if the dispenser doesn't already
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/// contains a <see cref="SolutionContainerComponent"/>, if you have hands, and if the dispenser doesn't already
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/// hold a container, it will be added to the dispenser.
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/// </summary>
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/// <param name="args">Data relevant to the event such as the actor which triggered it.</param>
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@@ -312,13 +310,13 @@ namespace Content.Server.GameObjects.Components.Chemistry
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}
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var activeHandEntity = hands.GetActiveHand.Owner;
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if (activeHandEntity.TryGetComponent<SolutionComponent>(out var solution))
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if (activeHandEntity.TryGetComponent<SolutionContainerComponent>(out var solution))
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{
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if (HasBeaker)
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{
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Owner.PopupMessage(args.User, Loc.GetString("This dispenser already has a container in it."));
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}
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else if ((solution.Capabilities & SolutionCaps.FitsInDispenser) == 0)
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else if ((solution.Capabilities & SolutionContainerCaps.FitsInDispenser) == 0)
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{
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//If it can't fit in the dispenser, don't put it in. For example, buckets and mop buckets can't fit.
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Owner.PopupMessage(args.User, Loc.GetString("That can't fit in the dispenser."));
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