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

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