* 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>
72 lines
2.2 KiB
C#
72 lines
2.2 KiB
C#
using Content.Shared.Chemistry.Reaction;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.FixedPoint;
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using Content.Shared.Maps;
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using Content.Shared.Whitelist;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using System.Numerics;
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namespace Content.Server.Chemistry.TileReactions;
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[DataDefinition]
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public sealed partial class CreateEntityTileReaction : ITileReaction
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{
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[DataField(required: true, customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string Entity = default!;
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[DataField]
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public FixedPoint2 Usage = FixedPoint2.New(1);
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/// <summary>
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/// How many of the whitelisted entity can fit on one tile?
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/// </summary>
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[DataField]
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public int MaxOnTile = 1;
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/// <summary>
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/// The whitelist to use when determining what counts as "max entities on a tile".0
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/// </summary>
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[DataField("maxOnTileWhitelist")]
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public EntityWhitelist? Whitelist;
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[DataField]
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public float RandomOffsetMax = 0.0f;
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public FixedPoint2 TileReact(TileRef tile, ReagentPrototype reagent, FixedPoint2 reactVolume)
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{
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if (reactVolume >= Usage)
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{
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// TODO probably pass this in args like reagenteffects do.
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var entMan = IoCManager.Resolve<IEntityManager>();
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if (Whitelist != null)
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{
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int acc = 0;
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foreach (var ent in tile.GetEntitiesInTile())
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{
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if (Whitelist.IsValid(ent))
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acc += 1;
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if (acc >= MaxOnTile)
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return FixedPoint2.Zero;
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}
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}
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var random = IoCManager.Resolve<IRobustRandom>();
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var xoffs = random.NextFloat(-RandomOffsetMax, RandomOffsetMax);
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var yoffs = random.NextFloat(-RandomOffsetMax, RandomOffsetMax);
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var center = entMan.System<TurfSystem>().GetTileCenter(tile);
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var pos = center.Offset(new Vector2(xoffs, yoffs));
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entMan.SpawnEntity(Entity, pos);
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return Usage;
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}
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return FixedPoint2.Zero;
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}
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}
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