Files
tbd-station-14/Content.Server/Chemistry/EntitySystems/SolutionPurgeSystem.cs
2023-05-01 14:49:25 +10:00

42 lines
1.4 KiB
C#

using Content.Server.Chemistry.Components;
using Content.Server.Chemistry.Components.SolutionManager;
using Content.Shared.FixedPoint;
using Robust.Shared.Timing;
namespace Content.Server.Chemistry.EntitySystems;
public sealed class SolutionPurgeSystem : EntitySystem
{
[Dependency] private readonly SolutionContainerSystem _solutionContainer = default!;
[Dependency] private readonly IGameTiming _timing = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SolutionPurgeComponent, EntityUnpausedEvent>(OnUnpaused);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<SolutionPurgeComponent, SolutionContainerManagerComponent>();
while (query.MoveNext(out var uid, out var purge, out var manager))
{
if (_timing.CurTime < purge.NextPurgeTime)
continue;
// timer ignores if it's empty, it's just a fixed cycle
purge.NextPurgeTime += purge.Duration;
if (_solutionContainer.TryGetSolution(uid, purge.Solution, out var solution, manager))
_solutionContainer.SplitSolutionWithout(uid, solution, purge.Quantity, purge.Preserve.ToArray());
}
}
private void OnUnpaused(EntityUid uid, SolutionPurgeComponent comp, ref EntityUnpausedEvent args)
{
comp.NextPurgeTime += args.PausedTime;
}
}