Add ReagentWhitelist to Injector component and system (#28262)
* Add reagent whitelist to Injector component and system * Apply suggested Changes * Remove LINQ function for performance * Update Content.Server/Chemistry/EntitySystems/InjectorSystem.cs Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> --------- Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
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@@ -327,8 +327,23 @@ public sealed class InjectorSystem : SharedInjectorSystem
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return false;
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}
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var applicableTargetSolution = targetSolution.Comp.Solution;
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// If a whitelist exists, remove all non-whitelisted reagents from the target solution temporarily
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var temporarilyRemovedSolution = new Solution();
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if (injector.Comp.ReagentWhitelist is { } reagentWhitelist)
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{
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string[] reagentPrototypeWhitelistArray = new string[reagentWhitelist.Count];
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var i = 0;
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foreach (var reagent in reagentWhitelist)
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{
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reagentPrototypeWhitelistArray[i] = reagent;
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++i;
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}
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temporarilyRemovedSolution = applicableTargetSolution.SplitSolutionWithout(applicableTargetSolution.Volume, reagentPrototypeWhitelistArray);
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}
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// Get transfer amount. May be smaller than _transferAmount if not enough room, also make sure there's room in the injector
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var realTransferAmount = FixedPoint2.Min(injector.Comp.TransferAmount, targetSolution.Comp.Solution.Volume,
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var realTransferAmount = FixedPoint2.Min(injector.Comp.TransferAmount, applicableTargetSolution.Volume,
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solution.AvailableVolume);
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if (realTransferAmount <= 0)
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@@ -350,6 +365,9 @@ public sealed class InjectorSystem : SharedInjectorSystem
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// Move units from attackSolution to targetSolution
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var removedSolution = SolutionContainers.Draw(target.Owner, targetSolution, realTransferAmount);
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// Add back non-whitelisted reagents to the target solution
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applicableTargetSolution.AddSolution(temporarilyRemovedSolution, null);
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if (!SolutionContainers.TryAddSolution(soln.Value, removedSolution))
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{
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return false;
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@@ -1,7 +1,9 @@
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.DoAfter;
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using Content.Shared.FixedPoint;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Chemistry.Components;
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@@ -88,6 +90,14 @@ public sealed partial class InjectorComponent : Component
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[DataField]
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public InjectorToggleMode ToggleState = InjectorToggleMode.Draw;
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/// <summary>
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/// Reagents that are allowed to be within this injector.
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/// If a solution has both allowed and non-allowed reagents, only allowed reagents will be drawn into this injector.
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/// A null ReagentWhitelist indicates all reagents are allowed.
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/// </summary>
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[DataField]
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public List<ProtoId<ReagentPrototype>>? ReagentWhitelist = null;
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#region Arguments for injection doafter
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/// <inheritdoc cref=DoAfterArgs.NeedHand>
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@@ -612,7 +612,7 @@ namespace Content.Shared.Chemistry.Components
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}
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/// <summary>
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/// Splits a solution without the specified reagent prototypes.
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/// Splits a solution with only the specified reagent prototypes.
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/// </summary>
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public Solution SplitSolutionWithOnly(FixedPoint2 toTake, params string[] includedPrototypes)
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{
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