Solution Entities (#21916)
* Creates Content.Shared.Chemistry.Solutions Copies Solution class to new namespace Obsoletes old Solution class * Switches over to the Solutions.Solution Solution * Creates Content.Shared.Chemistry.Containers Copies relevant components/systems to the new namespace Obsoletes old versions * Switches over to the Containers.XYZ namespace * Creates SolutionSystem and obsoletes old SolutionContainerSystem methods * Start using SolutionSystem for Solution manipulation * EnumerateSolutions * Move TryGetMixableSolution * Move EnsureSolution to Server * Create Solution Entities * Stop using obsolete solution system methods * Fix prototype component tests * Add using ..Audio.Systems; back * Wrap solution container slots in ContainerSlots * Actually add the slot to the solution container map * Dirty SolutionContainerComponent when ensuring solutions * Revert namespace changes * Remerge SolutionSystem and SolutionContainerSystem * SolutionContainerManagerComponent refactor * Avoid wrapping necessary code in DebugTools.Assert as it is removed when compiling for release * Readd examine reagent sorting * Fix errors * Poke tests * Fix solution names not being applied * Fix WoolyComponent including statement * Fix merge skew * Fix compile errors * Make reactions use solntities * Reindent solution class namespace * Field attribute changes * AutoGenerateComponentState for SolutionContainerComponent * SolutionContainerComponent -> ContainedSolutionComponent * ref ReactionAttemptEvent * Denetwork preinit solutions * Misc 1 * Nullable TryGetSolution out vars * Cache associated solutions * Fix merge skew * Use explicit regions in SharedSolutionContainerSystem.Capabilities * Add debug assert * Use explicit regions in SharedSolutionContainerSystem.Relay + ref SolutionContainerChangedEvent * ContainedSolutionComponent.Name -> ContainedSolutionComponent.ContainerName * SolutionComponent doc comments * Implicit DataField names and property purge * ReagentEffect DataField names * Local variables for readability * Sort using statements + Entity<T> event handlers * Fix compile erros * Fix compile errors --------- Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
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@@ -1,4 +1,5 @@
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using Content.Server.Chemistry.Components;
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using Content.Server.Chemistry.Containers.EntitySystems;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.FixedPoint;
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using Content.Shared.Popups;
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@@ -16,21 +17,23 @@ public sealed class RehydratableSystem : EntitySystem
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{
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base.Initialize();
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SubscribeLocalEvent<RehydratableComponent, SolutionChangedEvent>(OnSolutionChange);
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SubscribeLocalEvent<RehydratableComponent, SolutionContainerChangedEvent>(OnSolutionChange);
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}
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private void OnSolutionChange(EntityUid uid, RehydratableComponent comp, SolutionChangedEvent args)
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private void OnSolutionChange(Entity<RehydratableComponent> entity, ref SolutionContainerChangedEvent args)
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{
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var quantity = _solutions.GetTotalPrototypeQuantity(uid, comp.CatalystPrototype);
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if (quantity != FixedPoint2.Zero && quantity >= comp.CatalystMinimum)
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var quantity = _solutions.GetTotalPrototypeQuantity(entity, entity.Comp.CatalystPrototype);
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if (quantity != FixedPoint2.Zero && quantity >= entity.Comp.CatalystMinimum)
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{
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Expand(uid, comp);
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Expand(entity);
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}
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}
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// Try not to make this public if you can help it.
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private void Expand(EntityUid uid, RehydratableComponent comp)
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private void Expand(Entity<RehydratableComponent> entity)
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{
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var (uid, comp) = entity;
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_popups.PopupEntity(Loc.GetString("rehydratable-component-expands-message", ("owner", uid)), uid);
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var randomMob = _random.Pick(comp.PossibleSpawns);
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