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
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42
Content.Server/GameObjects/EntitySystems/ChemistrySystem.cs
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42
Content.Server/GameObjects/EntitySystems/ChemistrySystem.cs
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using System;
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using System.Linq;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Server.GameObjects.EntitySystems
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{
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/// <summary>
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/// This interface gives components behavior on whether entities solution (implying SolutionComponent is in place) is changed
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/// </summary>
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public interface ISolutionChange
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{
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/// <summary>
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/// Called when solution is mixed with some other solution, or when some part of the solution is removed
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/// </summary>
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void SolutionChanged(SolutionChangeEventArgs eventArgs);
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}
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public class SolutionChangeEventArgs : EventArgs
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{
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public IEntity Owner { get; set; }
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}
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[UsedImplicitly]
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public class ChemistrySystem : EntitySystem
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{
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public void HandleSolutionChange(IEntity owner)
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{
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var eventArgs = new SolutionChangeEventArgs
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{
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Owner = owner,
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};
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var solutionChangeArgs = owner.GetAllComponents<ISolutionChange>().ToList();
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foreach (var solutionChangeArg in solutionChangeArgs)
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{
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solutionChangeArg.SolutionChanged(eventArgs);
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}
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}
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}
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}
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