Chemistry revamp and bartending features

-Ability to mix drinks to create cocktails with shiny icons
-New Chemistry System which can relay chemistry events to corresponding components
-moved some solution logic from Shared to Server
-fixed some weird stuff with DrinkComponent
This commit is contained in:
Injazz
2020-04-08 15:53:15 +05:00
parent 45e9be43ef
commit d400f77129
24 changed files with 822 additions and 1270 deletions

View File

@@ -65,19 +65,11 @@ namespace Content.Server.GameObjects.Components.Chemistry
serializer.DataField(ref _initialMaxVolume, "initialMaxVolume", 15);
serializer.DataField(ref _transferAmount, "transferAmount", 5);
}
public override void Initialize()
protected override void Startup()
{
base.Initialize();
//Create and setup internal storage
_internalContents = new SolutionComponent();
_internalContents.InitializeFromPrototype();
_internalContents.Init();
_internalContents.MaxVolume = _initialMaxVolume;
_internalContents.Owner = Owner; //Manually set owner to avoid crash when VV'ing this
base.Startup();
_internalContents = Owner.GetComponent<SolutionComponent>();
_internalContents.Capabilities |= SolutionCaps.Injector;
//Set _toggleState based on prototype
_toggleState = _injectOnly ? InjectorToggleMode.Inject : InjectorToggleMode.Draw;
}