* LOCKED THE FUCK IN * Forgot this little fella * Crying * All entity effects ported, needs cleanup still * Commit * HEHEHEHAW * Shelve for now * fixe * Big * First big chunk of changes * Big if true * Commit * IT BUILDS!!! * Fix LINTER fails * Cleanup * Scale working, cut down on some evil code * Delete old Entity Effects * Accidentally breaking shit by fixing bugs * Fix a bunch of effects not working * Fix reagent thresholds * Update damage * Wait don't change the gas metabolisms A * Cleanup * more fixes * Eh * Misc fixes and jank * Remove two things, add bullshit, change condition to inverted * Remove unused "Shared" system structure * Namespace fix * merge conflicts/cleanup * More fixes * Guidebook text begins * Shelve * Push * More shit to push * Fix * Fix merg conflicts * BLOOD FOR THE BLOOD GOD!!! * Mild cleanup and lists * Fix localization and comments * Shuffle localization around a bit. * All done? * Nearly everything * Is this the end? * Whoops forgot to remove that TODO * Get rid of some warnings for good measure... * It's done * Should make those virtual in case we want to override them tbqh... * Update Content.Shared/EntityEffects/Effects/Botany/PlantAttributes/PlantDestroySeeds.cs Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> * Fix test fails real * Add to codeowners * Documentation to everything * Forgot to push whoops * Standardize Condition names * Fix up metabolism a little as a treat * review * add IsServer checks --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
44 lines
1.3 KiB
C#
44 lines
1.3 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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using JetBrains.Annotations;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Chemistry;
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[UsedImplicitly]
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public sealed class ReactiveSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _proto = default!;
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public void DoEntityReaction(EntityUid uid, Solution solution, ReactionMethod method)
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{
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foreach (var reagent in solution.Contents.ToArray())
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{
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ReactionEntity(uid, method, reagent);
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}
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}
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public void ReactionEntity(EntityUid uid, ReactionMethod method, ReagentQuantity reagentQuantity)
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{
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if (reagentQuantity.Quantity == FixedPoint2.Zero)
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return;
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// We throw if the reagent specified doesn't exist.
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if (!_proto.Resolve<ReagentPrototype>(reagentQuantity.Reagent.Prototype, out var proto))
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return;
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var ev = new ReactionEntityEvent(method, reagentQuantity, proto);
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RaiseLocalEvent(uid, ref ev);
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}
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}
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public enum ReactionMethod
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{
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Touch,
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Injection,
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Ingestion,
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}
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[ByRefEvent]
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public readonly record struct ReactionEntityEvent(ReactionMethod Method, ReagentQuantity ReagentQuantity, ReagentPrototype Reagent);
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