* Un-harcode slipperiness * Make it actually work * Prettyfy * Cleanup GetEvaporatingReagents * Fix mopping with space lube + wrong solutions in absorbance * Remove LINQ and rename parameters * Change evaporation speed to fixedpoint2 * Add evaporating speed functionality * Remove unused imports * Swap around reagent evaporation speed and puddle evaporation speed. --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
53 lines
1.8 KiB
C#
53 lines
1.8 KiB
C#
using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.FixedPoint;
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namespace Content.Shared.Fluids;
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public abstract partial class SharedPuddleSystem
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{
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public string[] GetEvaporatingReagents(Solution solution)
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{
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var evaporatingReagents = new List<string>();
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foreach (ReagentPrototype solProto in solution.GetReagentPrototypes(_prototypeManager).Keys)
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{
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if (solProto.EvaporationSpeed > FixedPoint2.Zero)
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evaporatingReagents.Add(solProto.ID);
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}
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return evaporatingReagents.ToArray();
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}
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public string[] GetAbsorbentReagents(Solution solution)
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{
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var absorbentReagents = new List<string>();
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foreach (ReagentPrototype solProto in solution.GetReagentPrototypes(_prototypeManager).Keys)
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{
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if (solProto.Absorbent)
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absorbentReagents.Add(solProto.ID);
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}
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return absorbentReagents.ToArray();
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}
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public bool CanFullyEvaporate(Solution solution)
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{
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return solution.GetTotalPrototypeQuantity(GetEvaporatingReagents(solution)) == solution.Volume;
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}
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/// <summary>
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/// Gets the evaporating speed of the reagents within a solution.
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/// The speed at which a solution evaporates is the sum of the speed of all evaporating reagents in it.
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/// </summary>
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public Dictionary<string, FixedPoint2> GetEvaporationSpeeds(Solution solution)
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{
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var evaporatingSpeeds = new Dictionary<string, FixedPoint2>();
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foreach (ReagentPrototype solProto in solution.GetReagentPrototypes(_prototypeManager).Keys)
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{
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if (solProto.EvaporationSpeed > FixedPoint2.Zero)
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{
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evaporatingSpeeds.Add(solProto.ID, solProto.EvaporationSpeed);
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}
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}
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return evaporatingSpeeds;
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}
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}
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