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>
This commit is contained in:
TemporalOroboros
2023-12-28 17:58:14 -08:00
committed by GitHub
parent a4d36d408d
commit d75e743dd7
180 changed files with 3540 additions and 2956 deletions

View File

@@ -1,30 +1,30 @@
using System.Linq;
using Content.Server.Administration.Logs;
using Content.Server.Body.Systems;
using Content.Server.Chemistry.Containers.EntitySystems;
using Content.Server.Explosion.Components;
using Content.Server.Flash;
using Content.Server.Flash.Components;
using Content.Server.Radio.EntitySystems;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.Components.SolutionManager;
using Content.Shared.Chemistry.EntitySystems;
using Content.Shared.Database;
using Content.Shared.Implants.Components;
using Content.Shared.Interaction;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Components;
using Content.Shared.Payload.Components;
using Robust.Shared.Prototypes;
using Content.Shared.Radio;
using Content.Shared.Slippery;
using Content.Shared.StepTrigger.Systems;
using Content.Shared.Trigger;
using Content.Shared.Weapons.Ranged.Events;
using JetBrains.Annotations;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Containers;
using Robust.Shared.Physics.Events;
using Robust.Shared.Physics.Systems;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Components;
using Content.Shared.Weapons.Ranged.Events;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server.Explosion.EntitySystems
@@ -65,6 +65,7 @@ namespace Content.Server.Explosion.EntitySystems
[Dependency] private readonly RadioSystem _radioSystem = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly SolutionContainerSystem _solutionContainerSystem = default!;
public override void Initialize()
{
@@ -233,7 +234,7 @@ namespace Content.Server.Explosion.EntitySystems
comp.TimeRemaining += amount;
}
public void HandleTimerTrigger(EntityUid uid, EntityUid? user, float delay , float beepInterval, float? initialBeepDelay, SoundSpecifier? beepSound)
public void HandleTimerTrigger(EntityUid uid, EntityUid? user, float delay, float beepInterval, float? initialBeepDelay, SoundSpecifier? beepSound)
{
if (delay <= 0)
{
@@ -253,12 +254,18 @@ namespace Content.Server.Explosion.EntitySystems
TryComp(container.ContainedEntities[0], out ChemicalPayloadComponent? chemicalPayloadComponent))
{
// If a beaker is missing, the entity won't explode, so no reason to log it
if (!TryComp(chemicalPayloadComponent?.BeakerSlotA.Item, out SolutionContainerManagerComponent? beakerA) ||
!TryComp(chemicalPayloadComponent?.BeakerSlotB.Item, out SolutionContainerManagerComponent? beakerB))
if (chemicalPayloadComponent?.BeakerSlotA.Item is not { } beakerA ||
chemicalPayloadComponent?.BeakerSlotB.Item is not { } beakerB ||
!TryComp(beakerA, out SolutionContainerManagerComponent? containerA) ||
!TryComp(beakerB, out SolutionContainerManagerComponent? containerB) ||
!TryComp(beakerA, out FitsInDispenserComponent? fitsA) ||
!TryComp(beakerB, out FitsInDispenserComponent? fitsB) ||
!_solutionContainerSystem.TryGetSolution((beakerA, containerA), fitsA.Solution, out _, out var solutionA) ||
!_solutionContainerSystem.TryGetSolution((beakerB, containerB), fitsB.Solution, out _, out var solutionB))
return;
_adminLogger.Add(LogType.Trigger,
$"{ToPrettyString(user.Value):user} started a {delay} second timer trigger on entity {ToPrettyString(uid):timer}, which contains [{string.Join(", ", beakerA.Solutions.Values.First())}] in one beaker and [{string.Join(", ", beakerB.Solutions.Values.First())}] in the other.");
$"{ToPrettyString(user.Value):user} started a {delay} second timer trigger on entity {ToPrettyString(uid):timer}, which contains {SolutionContainerSystem.ToPrettyString(solutionA)} in one beaker and {SolutionContainerSystem.ToPrettyString(solutionB)} in the other.");
}
else
{