* clean up solution regen and drain comps * Tape applied. * Update Content.Server/Chemistry/Components/SolutionRegenerationComponent.cs Co-authored-by: Tayrtahn <tayrtahn@gmail.com> * remain entity * That has to be a rogue test fail. --------- Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
49 lines
1.8 KiB
C#
49 lines
1.8 KiB
C#
using Content.Server.Chemistry.Components;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Components.SolutionManager;
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using Content.Shared.FixedPoint;
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using Robust.Shared.Timing;
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namespace Content.Server.Chemistry.EntitySystems;
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public sealed class SolutionRegenerationSystem : EntitySystem
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{
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[Dependency] private readonly SharedSolutionContainerSystem _solutionContainer = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<SolutionRegenerationComponent, SolutionContainerManagerComponent>();
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while (query.MoveNext(out var uid, out var regen, out var manager))
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{
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if (_timing.CurTime < regen.NextRegenTime)
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continue;
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// timer ignores if its full, it's just a fixed cycle
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regen.NextRegenTime = _timing.CurTime + regen.Duration;
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if (_solutionContainer.ResolveSolution((uid, manager), regen.SolutionName, ref regen.SolutionRef, out var solution))
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{
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var amount = FixedPoint2.Min(solution.AvailableVolume, regen.Generated.Volume);
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if (amount <= FixedPoint2.Zero)
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continue;
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// dont bother cloning and splitting if adding the whole thing
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Solution generated;
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if (amount == regen.Generated.Volume)
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{
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generated = regen.Generated;
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}
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else
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{
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generated = regen.Generated.Clone().SplitSolution(amount);
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}
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_solutionContainer.TryAddSolution(regen.SolutionRef.Value, generated);
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}
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}
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}
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}
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