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
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@@ -1,7 +1,10 @@
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using Content.Server.Body.Circulatory;
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using Content.Server.Chemistry.Components;
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using Content.Shared.Chemistry.Components.SolutionManager;
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using Content.Shared.Chemistry.EntitySystems;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Physics.Dynamics;
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namespace Content.Server.Chemistry.EntitySystems
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@@ -9,6 +12,7 @@ namespace Content.Server.Chemistry.EntitySystems
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[UsedImplicitly]
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internal sealed class SolutionInjectOnCollideSystem : EntitySystem
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{
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[Dependency] private readonly SolutionContainerSystem _solutionsSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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@@ -18,15 +22,15 @@ namespace Content.Server.Chemistry.EntitySystems
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private void HandleInit(EntityUid uid, SolutionInjectOnCollideComponent component, ComponentInit args)
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{
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component.Owner.EnsureComponentWarn<SolutionContainerComponent>($"{nameof(SolutionInjectOnCollideComponent)} requires a SolutionContainer on {component.Owner}!");
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component.Owner
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.EnsureComponentWarn<SolutionContainerManagerComponent>($"{nameof(SolutionInjectOnCollideComponent)} requires a SolutionContainerManager on {component.Owner}!");
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}
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private void HandleInjection(EntityUid uid, SolutionInjectOnCollideComponent component, StartCollideEvent args)
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{
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if (!args.OtherFixture.Body.Owner.TryGetComponent<BloodstreamComponent>(out var bloodstream) ||
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!ComponentManager.TryGetComponent(uid, out SolutionContainerComponent? solutionContainer)) return;
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!_solutionsSystem.TryGetInjectableSolution(component.Owner.Uid, out var solution)) return;
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var solution = solutionContainer.Solution;
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var solRemoved = solution.SplitSolution(component.TransferAmount);
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var solRemovedVol = solRemoved.TotalVolume;
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