Tags everything that should be tagged (#3372)

* GlassBeaker and FirelockElectronics

* Moves BaseItem

* The rest

* Indentations

* Functional

* for sloth

* Applied zum reviews

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
This commit is contained in:
Swept
2021-02-23 07:48:57 +00:00
committed by GitHub
parent 898996abe9
commit e05698c027
28 changed files with 105 additions and 153 deletions

View File

@@ -9,6 +9,7 @@ using Content.Server.GameObjects.Components.Power.ApcNetComponents;
using Content.Server.Interfaces.GameObjects.Components.Items;
using Content.Server.Utility;
using Content.Shared.Chemistry;
using Content.Shared.GameObjects.Components.Tag;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
using Content.Shared.Kitchen;
@@ -197,7 +198,7 @@ namespace Content.Server.GameObjects.Components.Kitchen
foreach (var entity in _chamber.ContainedEntities)
{
if (!canJuice && entity.HasComponent<JuiceableComponent>()) canJuice = true;
if (!canGrind && entity.HasComponent<GrindableComponent>()) canGrind = true;
if (!canGrind && entity.HasTag("Grindable")) canGrind = true;
if (canJuice && canGrind) break;
}
}
@@ -287,7 +288,7 @@ namespace Content.Server.GameObjects.Components.Kitchen
}
//Next, see if the user is trying to insert something they want to be ground/juiced.
if(!heldEnt.TryGetComponent(out GrindableComponent? grind) && !heldEnt.TryGetComponent(out JuiceableComponent? juice))
if(!heldEnt.HasTag("Grindable") && !heldEnt.TryGetComponent(out JuiceableComponent? juice))
{
//Entity did NOT pass the whitelist for grind/juice.
//Wouldn't want the clown grinding up the Captain's ID card now would you?
@@ -333,7 +334,7 @@ namespace Content.Server.GameObjects.Components.Kitchen
{
foreach (var item in _chamber.ContainedEntities.ToList())
{
if (!item.HasComponent<GrindableComponent>()) continue;
if (!item.HasTag("Grindable")) continue;
if (!item.TryGetComponent<SolutionContainerComponent>(out var solution)) continue;
if (_heldBeaker.CurrentVolume + solution.CurrentVolume > _heldBeaker.MaxVolume) continue;
_heldBeaker.TryAddSolution(solution.Solution);