Files
tbd-station-14/Content.Shared/GameObjects/Components/Chemistry/SharedSolutionContainerComponent.cs
DrSmugleaf dd385a0511 Change all of body system to use entities and components (#2074)
* Early commit

* Early commit 2

* merging master broke my git

* does anyone even read these

* life is fleeting

* it just works

* this time passing integration tests

* Remove hashset yaml serialization for now

* You got a license for those nullables?

* No examine, no context menu, part and mechanism parenting and visibility

* Fix wrong brain sprite state

* Removing layers was a mistake

* just tear body system a new one and see if it still breathes

* Remove redundant code

* Add that comment back

* Separate damage and body, component states, stomach rework

* Add containers for body parts

* Bring layers back pls

* Fix parts magically changing color

* Reimplement sprite layer visibility

* Fix tests

* Add leg test

* Active legs is gone

Crab rave

* Merge fixes, rename DamageState to CurrentState

* Remove IShowContextMenu and ICanExamine
2020-10-10 15:25:13 +02:00

127 lines
3.5 KiB
C#

#nullable enable
using System;
using Content.Shared.Chemistry;
using Robust.Shared.GameObjects;
using Robust.Shared.Maths;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Shared.GameObjects.Components.Chemistry
{
public abstract class SharedSolutionContainerComponent : Component
{
public override string Name => "SolutionContainer";
/// <inheritdoc />
public sealed override uint? NetID => ContentNetIDs.SOLUTION;
private Solution _solution = new Solution();
private ReagentUnit _maxVolume;
private Color _substanceColor;
/// <summary>
/// The contained solution.
/// </summary>
[ViewVariables]
public Solution Solution
{
get => _solution;
set
{
if (_solution == value)
{
return;
}
_solution = value;
Dirty();
}
}
/// <summary>
/// The total volume of all the of the reagents in the container.
/// </summary>
[ViewVariables]
public ReagentUnit CurrentVolume => Solution.TotalVolume;
/// <summary>
/// The maximum volume of the container.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public ReagentUnit MaxVolume
{
get => _maxVolume;
set
{
if (_maxVolume == value)
{
return;
}
_maxVolume = value;
Dirty();
}
}
/// <summary>
/// The current blended color of all the reagents in the container.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public virtual Color SubstanceColor
{
get => _substanceColor;
set
{
if (_substanceColor == value)
{
return;
}
_substanceColor = value;
Dirty();
}
}
/// <summary>
/// The current capabilities of this container (is the top open to pour? can I inject it into another object?).
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public SolutionContainerCaps Capabilities { get; set; }
public abstract bool CanAddSolution(Solution solution);
public abstract bool TryAddSolution(Solution solution, bool skipReactionCheck = false, bool skipColor = false);
public abstract bool TryRemoveReagent(string reagentId, ReagentUnit quantity);
/// <inheritdoc />
public override ComponentState GetComponentState()
{
return new SolutionContainerComponentState(Solution);
}
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
base.HandleComponentState(curState, nextState);
if (!(curState is SolutionContainerComponentState state))
{
return;
}
_solution = state.Solution;
}
}
[Serializable, NetSerializable]
public class SolutionContainerComponentState : ComponentState
{
public readonly Solution Solution;
public SolutionContainerComponentState(Solution solution) : base(ContentNetIDs.SOLUTION)
{
Solution = solution;
}
}
}