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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@@ -1,15 +1,13 @@
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using System.Linq;
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using System.Numerics;
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using Content.Server.Body.Components;
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using Content.Server.Body.Systems;
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using Content.Server.Chat.Systems;
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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.Server.CombatMode.Disarm;
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using Content.Server.Contests;
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using Content.Server.Movement.Systems;
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using Content.Shared.Actions.Events;
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using Content.Shared.Administration.Components;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.CombatMode;
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using Content.Shared.Damage.Events;
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using Content.Shared.Damage.Systems;
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@@ -29,6 +27,8 @@ using Robust.Shared.Audio;
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using Robust.Shared.Map;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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using System.Linq;
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using System.Numerics;
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namespace Content.Server.Weapons.Melee;
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@@ -250,11 +250,11 @@ public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
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}
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private void OnChemicalInjectorHit(EntityUid owner, MeleeChemicalInjectorComponent comp, MeleeHitEvent args)
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private void OnChemicalInjectorHit(Entity<MeleeChemicalInjectorComponent> entity, ref MeleeHitEvent args)
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{
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if (!args.IsHit ||
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!args.HitEntities.Any() ||
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!_solutions.TryGetSolution(owner, comp.Solution, out var solutionContainer))
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!_solutions.TryGetSolution(entity.Owner, entity.Comp.Solution, out var solutionContainer))
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{
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return;
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}
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@@ -262,28 +262,28 @@ public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
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var hitBloodstreams = new List<(EntityUid Entity, BloodstreamComponent Component)>();
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var bloodQuery = GetEntityQuery<BloodstreamComponent>();
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foreach (var entity in args.HitEntities)
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foreach (var hit in args.HitEntities)
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{
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if (Deleted(entity))
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if (Deleted(hit))
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continue;
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// prevent deathnettles injecting through hardsuits
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if (!comp.PierceArmor && _inventory.TryGetSlotEntity(entity, "outerClothing", out var suit) && _tag.HasTag(suit.Value, "Hardsuit"))
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if (!entity.Comp.PierceArmor && _inventory.TryGetSlotEntity(hit, "outerClothing", out var suit) && _tag.HasTag(suit.Value, "Hardsuit"))
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{
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PopupSystem.PopupEntity(Loc.GetString("melee-inject-failed-hardsuit", ("weapon", owner)), args.User, args.User, PopupType.SmallCaution);
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PopupSystem.PopupEntity(Loc.GetString("melee-inject-failed-hardsuit", ("weapon", entity.Owner)), args.User, args.User, PopupType.SmallCaution);
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continue;
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}
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if (bloodQuery.TryGetComponent(entity, out var bloodstream))
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hitBloodstreams.Add((entity, bloodstream));
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if (bloodQuery.TryGetComponent(hit, out var bloodstream))
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hitBloodstreams.Add((hit, bloodstream));
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}
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if (!hitBloodstreams.Any())
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return;
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var removedSolution = solutionContainer.SplitSolution(comp.TransferAmount * hitBloodstreams.Count);
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var removedSolution = _solutions.SplitSolution(solutionContainer.Value, entity.Comp.TransferAmount * hitBloodstreams.Count);
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var removedVol = removedSolution.Volume;
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var solutionToInject = removedSolution.SplitSolution(removedVol * comp.TransferEfficiency);
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var solutionToInject = removedSolution.SplitSolution(removedVol * entity.Comp.TransferEfficiency);
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var volPerBloodstream = solutionToInject.Volume * (1 / hitBloodstreams.Count);
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foreach (var (ent, bloodstream) in hitBloodstreams)
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