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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@@ -1,3 +1,4 @@
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.FixedPoint;
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using Content.Shared.Tools.Components;
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@@ -9,35 +10,41 @@ namespace Content.Server.Tools.Components
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[RegisterComponent]
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public sealed partial class WelderComponent : SharedWelderComponent
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{
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/// <summary>
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/// Name of <see cref="FuelSolution"/>.
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/// </summary>
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[DataField("fuelSolution"), ViewVariables(VVAccess.ReadWrite)]
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public string FuelSolutionName = "Welder";
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/// <summary>
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/// Solution on the entity that contains the fuel.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public string FuelSolution { get; private set; } = "Welder";
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[DataField("fuelSolutionRef")]
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public Entity<SolutionComponent>? FuelSolution = null;
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/// <summary>
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/// Reagent that will be used as fuel for welding.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public ProtoId<ReagentPrototype> FuelReagent { get; private set; } = "WeldingFuel";
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public ProtoId<ReagentPrototype> FuelReagent = "WeldingFuel";
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/// <summary>
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/// Fuel consumption per second while the welder is active.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public FixedPoint2 FuelConsumption { get; private set; } = FixedPoint2.New(2.0f);
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public FixedPoint2 FuelConsumption = FixedPoint2.New(2.0f);
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/// <summary>
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/// A fuel amount to be consumed when the welder goes from being unlit to being lit.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public FixedPoint2 FuelLitCost { get; private set; } = FixedPoint2.New(0.5f);
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public FixedPoint2 FuelLitCost = FixedPoint2.New(0.5f);
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/// <summary>
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/// Sound played when refilling the welder.
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/// </summary>
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[DataField]
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public SoundSpecifier WelderRefill { get; private set; } = new SoundPathSpecifier("/Audio/Effects/refill.ogg");
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public SoundSpecifier WelderRefill = new SoundPathSpecifier("/Audio/Effects/refill.ogg");
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/// <summary>
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/// Whether the item is safe to refill while lit without exploding the tank.
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