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

@@ -1,10 +1,10 @@
using System.Threading.Tasks;
using Content.Server.Chemistry.Components;
using Content.Server.DoAfter;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.EntitySystems;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Helpers;
using Content.Shared.Notification;
using Content.Shared.Notification.Managers;
using Content.Shared.Sound;
using Robust.Shared.Audio;
@@ -23,28 +23,36 @@ namespace Content.Server.Fluids.Components
public class MopComponent : Component, IAfterInteract
{
public override string Name => "Mop";
public const string SolutionName = "mop";
/// <summary>
/// Used to prevent do_after spam if we're currently mopping.
/// </summary>
public bool Mopping { get; private set; }
public SolutionContainerComponent? Contents => Owner.GetComponentOrNull<SolutionContainerComponent>();
public Solution? MopSolution
{
get
{
EntitySystem.Get<SolutionContainerSystem>().TryGetSolution(Owner, SolutionName, out var solution);
return solution;
}
}
public ReagentUnit MaxVolume
{
get => Owner.GetComponentOrNull<SolutionContainerComponent>()?.MaxVolume ?? ReagentUnit.Zero;
get => MopSolution?.MaxVolume ?? ReagentUnit.Zero;
set
{
if (Owner.TryGetComponent(out SolutionContainerComponent? solution))
var solution = MopSolution;
if (solution != null)
{
solution.MaxVolume = value;
}
}
}
public ReagentUnit CurrentVolume =>
Owner.GetComponentOrNull<SolutionContainerComponent>()?.CurrentVolume ?? ReagentUnit.Zero;
public ReagentUnit CurrentVolume => MopSolution?.CurrentVolume ?? ReagentUnit.Zero;
// Currently there's a separate amount for pickup and dropoff so
// Picking up a puddle requires multiple clicks
@@ -60,15 +68,7 @@ namespace Content.Server.Fluids.Components
/// Multiplier for the do_after delay for how fast the mop works.
/// </summary>
[ViewVariables]
[DataField("speed")]
private float _mopSpeed = 1;
protected override void Initialize()
{
base.Initialize();
Owner.EnsureComponentWarn(out SolutionContainerComponent _);
}
[DataField("speed")] private float _mopSpeed = 1;
async Task<bool> IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
{
@@ -80,7 +80,7 @@ namespace Content.Server.Fluids.Components
* will spill some of the mop's solution onto the puddle which will evaporate eventually.
*/
if (!Owner.TryGetComponent(out SolutionContainerComponent? contents) ||
if (!EntitySystem.Get<SolutionContainerSystem>().TryGetSolution(Owner, SolutionName, out var contents ) ||
Mopping ||
!eventArgs.InRangeUnobstructed(ignoreInsideBlocker: true, popup: true))
{
@@ -94,7 +94,8 @@ namespace Content.Server.Fluids.Components
if (currentVolume > 0)
{
// Drop the liquid on the mop on to the ground
contents.SplitSolution(CurrentVolume).SpillAt(eventArgs.ClickLocation, "PuddleSmear");
EntitySystem.Get<SolutionContainerSystem>().SplitSolution(Owner.Uid, contents, CurrentVolume)
.SpillAt(eventArgs.ClickLocation, "PuddleSmear");
return true;
}
@@ -117,7 +118,8 @@ namespace Content.Server.Fluids.Components
Mopping = true;
// So if the puddle has 20 units we mop in 2 seconds. Don't just store CurrentVolume given it can change so need to re-calc it anyway.
var doAfterArgs = new DoAfterEventArgs(eventArgs.User, _mopSpeed * puddleVolume.Float() / 10.0f, target: eventArgs.Target)
var doAfterArgs = new DoAfterEventArgs(eventArgs.User, _mopSpeed * puddleVolume.Float() / 10.0f,
target: eventArgs.Target)
{
BreakOnUserMove = true,
BreakOnStun = true,
@@ -138,7 +140,9 @@ namespace Content.Server.Fluids.Components
if (transferAmount == 0)
{
if (puddleComponent.EmptyHolder) //The puddle doesn't actually *have* reagents, for example vomit because there's no "vomit" reagent.
if (
puddleComponent
.EmptyHolder) //The puddle doesn't actually *have* reagents, for example vomit because there's no "vomit" reagent.
{
puddleComponent.Owner.Delete();
transferAmount = ReagentUnit.Min(ReagentUnit.New(5), CurrentVolume);
@@ -154,13 +158,15 @@ namespace Content.Server.Fluids.Components
puddleComponent.SplitSolution(transferAmount);
}
if (puddleCleaned) //After cleaning the puddle, make a new puddle with solution from the mop as a "wet floor". Then evaporate it slowly.
if (
puddleCleaned) //After cleaning the puddle, make a new puddle with solution from the mop as a "wet floor". Then evaporate it slowly.
{
contents.SplitSolution(transferAmount).SpillAt(eventArgs.ClickLocation, "PuddleSmear");
EntitySystem.Get<SolutionContainerSystem>().SplitSolution(Owner.Uid, contents, transferAmount)
.SpillAt(eventArgs.ClickLocation, "PuddleSmear");
}
else
{
contents.SplitSolution(transferAmount);
EntitySystem.Get<SolutionContainerSystem>().SplitSolution(Owner.Uid, contents, transferAmount);
}
SoundSystem.Play(Filter.Pvs(Owner), _pickupSound.GetSound(), Owner);