* Rename SolutionContainerCaps -> Capability * Move IExamine event to Chemistry System. * ECS the ISolutionChange into SolutionChangeEvent * Unify SolutionContainer into a single shared component * Replace ISolutionInteraction with SolutionContainerComponent * Move all methods from SolutionContainer to ChemistrySystem * Refactor EntitySystem calls to Dependencies * Refactor SolutionContainer to SolutionManager * Fix yamls * Fix test fails * Fix post merge issues * Fix various issues with SolutionManager * More fixes * Fix more components * Fix events not being directed * Fixes for Hypospray * Separate removal and iteration on Metabolism * Fix creampie problems * Address some of sloth's issues * Refactors for Systems * Refactored solution location * Fix tests * Address more sloth issues * Fix dependency * Fix merge conflicts * Add xmldocs for Capabilities components * Remove HasSolution/TryGetDefaultSolution and Add/Remove Drainable/Refillable * Replace Grindable/Juiceable with Extractable * Refactor field names * Fix Drainable * Fix some issues with spillable and injector * Fix issues with Grinder * Fix Beaker having duplicate solutions * Fix foaming * Address some MGS issues * Fix Uid issues * Fix errors in solution Tranfer * Fixed some extra values constant values * Cola is drinkable now
27 lines
771 B
C#
27 lines
771 B
C#
using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Chemistry.Components
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{
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/// <summary>
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/// Basically, monkey cubes.
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/// But specifically, this component deletes the entity and spawns in a new entity when the entity is exposed to a given reagent.
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/// </summary>
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[RegisterComponent]
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public class RehydratableComponent : Component
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{
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public override string Name => "Rehydratable";
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[ViewVariables]
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[DataField("catalyst")]
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internal string CatalystPrototype = "Water";
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[ViewVariables]
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[DataField("target")]
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internal string? TargetPrototype = default!;
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internal bool Expanding;
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}
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}
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