* 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>
52 lines
1.8 KiB
C#
52 lines
1.8 KiB
C#
using Content.Shared.Chemistry.Reagent;
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using Content.Shared.FixedPoint;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Chemistry.ReagentEffectConditions
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{
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/// <summary>
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/// Used for implementing reagent effects that require a certain amount of reagent before it should be applied.
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/// For instance, overdoses.
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///
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/// This can also trigger on -other- reagents, not just the one metabolizing. By default, it uses the
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/// one being metabolized.
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/// </summary>
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public sealed partial class ReagentThreshold : ReagentEffectCondition
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{
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[DataField]
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public FixedPoint2 Min = FixedPoint2.Zero;
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[DataField]
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public FixedPoint2 Max = FixedPoint2.MaxValue;
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// TODO use ReagentId
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[DataField]
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public string? Reagent;
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public override bool Condition(ReagentEffectArgs args)
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{
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var reagent = Reagent ?? args.Reagent?.ID;
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if (reagent == null)
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return true; // No condition to apply.
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var quant = FixedPoint2.Zero;
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if (args.Source != null)
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quant = args.Source.GetTotalPrototypeQuantity(reagent);
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return quant >= Min && quant <= Max;
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}
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public override string GuidebookExplanation(IPrototypeManager prototype)
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{
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ReagentPrototype? reagentProto = null;
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if (Reagent is not null)
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prototype.TryIndex(Reagent, out reagentProto);
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return Loc.GetString("reagent-effect-condition-guidebook-reagent-threshold",
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("reagent", reagentProto?.LocalizedName ?? "this reagent"),
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("max", Max == FixedPoint2.MaxValue ? (float) int.MaxValue : Max.Float()),
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("min", Min.Float()));
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}
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}
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}
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