* Move entity solution entity systems to shared * Move SolutionComponents to Server * Fix namespaces * Remove Networked Component. * Fixes * Add components to ignore list
42 lines
1.8 KiB
C#
42 lines
1.8 KiB
C#
using Content.Server.Body.Circulatory;
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using Content.Server.Chemistry.Components;
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using Content.Server.Chemistry.Components.SolutionManager;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Physics.Dynamics;
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namespace Content.Server.Chemistry.EntitySystems
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{
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[UsedImplicitly]
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internal sealed class SolutionInjectOnCollideSystem : EntitySystem
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{
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[Dependency] private readonly SolutionContainerSystem _solutionsSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SolutionInjectOnCollideComponent, ComponentInit>(HandleInit);
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SubscribeLocalEvent<SolutionInjectOnCollideComponent, StartCollideEvent>(HandleInjection);
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}
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private void HandleInit(EntityUid uid, SolutionInjectOnCollideComponent component, ComponentInit args)
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{
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component.Owner
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.EnsureComponentWarn<SolutionContainerManagerComponent>($"{nameof(SolutionInjectOnCollideComponent)} requires a SolutionContainerManager on {component.Owner}!");
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}
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private void HandleInjection(EntityUid uid, SolutionInjectOnCollideComponent component, StartCollideEvent args)
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{
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if (!args.OtherFixture.Body.Owner.TryGetComponent<BloodstreamComponent>(out var bloodstream) ||
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!_solutionsSystem.TryGetInjectableSolution(component.Owner.Uid, out var solution)) return;
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var solRemoved = solution.SplitSolution(component.TransferAmount);
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var solRemovedVol = solRemoved.TotalVolume;
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var solToInject = solRemoved.SplitSolution(solRemovedVol * component.TransferEfficiency);
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bloodstream.TryTransferSolution(solToInject);
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}
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}
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}
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