Solution refactor (#4407)

* Rename SolutionContainerCaps -> Capability

* Move IExamine event to Chemistry System.

* ECS the ISolutionChange into SolutionChangeEvent

* Unify SolutionContainer into a single shared component

* Replace ISolutionInteraction with SolutionContainerComponent

* Move all methods from SolutionContainer to ChemistrySystem

* Refactor EntitySystem calls to Dependencies

* Refactor SolutionContainer to SolutionManager

* Fix yamls

* Fix test fails

* Fix post merge issues

* Fix various issues with SolutionManager

* More fixes

* Fix more components

* Fix events not being directed

* Fixes for Hypospray

* Separate removal and iteration on Metabolism

* Fix creampie problems

* Address some of sloth's issues

* Refactors for Systems

* Refactored solution location

* Fix tests

* Address more sloth issues

* Fix dependency

* Fix merge conflicts

* Add xmldocs for Capabilities components

* Remove HasSolution/TryGetDefaultSolution and Add/Remove Drainable/Refillable

* Replace Grindable/Juiceable with Extractable

* Refactor field names

* Fix Drainable

* Fix some issues with spillable and injector

* Fix issues with Grinder

* Fix Beaker having duplicate solutions

* Fix foaming

* Address some MGS issues

* Fix Uid issues

* Fix errors in solution Tranfer

* Fixed some extra values constant values

* Cola is drinkable now
This commit is contained in:
Ygg01
2021-09-06 15:49:44 +02:00
committed by GitHub
parent b8911d58ac
commit c209e3f29b
166 changed files with 4268 additions and 3278 deletions

View File

@@ -1,3 +1,4 @@
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.Reaction;
using Content.Shared.Chemistry.Reagent;
using Robust.Shared.Audio;
@@ -8,9 +9,9 @@ namespace Content.Server.Chemistry.EntitySystems
{
public class ChemicalReactionSystem : SharedChemicalReactionSystem
{
protected override void OnReaction(ReactionPrototype reaction, IEntity owner, ReagentUnit unitReactions)
protected override void OnReaction(Solution solution, ReactionPrototype reaction, IEntity owner, ReagentUnit unitReactions)
{
base.OnReaction(reaction, owner, unitReactions);
base.OnReaction(solution, reaction, owner, unitReactions);
SoundSystem.Play(Filter.Pvs(owner), reaction.Sound.GetSound(), owner);
}