* Creates Content.Shared.Chemistry.Solutions Copies Solution class to new namespace Obsoletes old Solution class * Switches over to the Solutions.Solution Solution * Creates Content.Shared.Chemistry.Containers Copies relevant components/systems to the new namespace Obsoletes old versions * Switches over to the Containers.XYZ namespace * Creates SolutionSystem and obsoletes old SolutionContainerSystem methods * Start using SolutionSystem for Solution manipulation * EnumerateSolutions * Move TryGetMixableSolution * Move EnsureSolution to Server * Create Solution Entities * Stop using obsolete solution system methods * Fix prototype component tests * Add using ..Audio.Systems; back * Wrap solution container slots in ContainerSlots * Actually add the slot to the solution container map * Dirty SolutionContainerComponent when ensuring solutions * Revert namespace changes * Remerge SolutionSystem and SolutionContainerSystem * SolutionContainerManagerComponent refactor * Avoid wrapping necessary code in DebugTools.Assert as it is removed when compiling for release * Readd examine reagent sorting * Fix errors * Poke tests * Fix solution names not being applied * Fix WoolyComponent including statement * Fix merge skew * Fix compile errors * Make reactions use solntities * Reindent solution class namespace * Field attribute changes * AutoGenerateComponentState for SolutionContainerComponent * SolutionContainerComponent -> ContainedSolutionComponent * ref ReactionAttemptEvent * Denetwork preinit solutions * Misc 1 * Nullable TryGetSolution out vars * Cache associated solutions * Fix merge skew * Use explicit regions in SharedSolutionContainerSystem.Capabilities * Add debug assert * Use explicit regions in SharedSolutionContainerSystem.Relay + ref SolutionContainerChangedEvent * ContainedSolutionComponent.Name -> ContainedSolutionComponent.ContainerName * SolutionComponent doc comments * Implicit DataField names and property purge * ReagentEffect DataField names * Local variables for readability * Sort using statements + Entity<T> event handlers * Fix compile erros * Fix compile errors --------- Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
42 lines
1.5 KiB
C#
42 lines
1.5 KiB
C#
using Content.Server.Chemistry.Components;
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using Content.Server.Chemistry.Containers.EntitySystems;
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using Content.Shared.Chemistry.Components.SolutionManager;
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using Robust.Shared.Timing;
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namespace Content.Server.Chemistry.EntitySystems;
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public sealed class SolutionPurgeSystem : EntitySystem
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{
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[Dependency] private readonly SolutionContainerSystem _solutionContainer = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SolutionPurgeComponent, EntityUnpausedEvent>(OnUnpaused);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<SolutionPurgeComponent, SolutionContainerManagerComponent>();
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while (query.MoveNext(out var uid, out var purge, out var manager))
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{
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if (_timing.CurTime < purge.NextPurgeTime)
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continue;
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// timer ignores if it's empty, it's just a fixed cycle
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purge.NextPurgeTime += purge.Duration;
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if (_solutionContainer.TryGetSolution((uid, manager), purge.Solution, out var solution))
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_solutionContainer.SplitSolutionWithout(solution.Value, purge.Quantity, purge.Preserve.ToArray());
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}
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}
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private void OnUnpaused(Entity<SolutionPurgeComponent> entity, ref EntityUnpausedEvent args)
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{
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entity.Comp.NextPurgeTime += args.PausedTime;
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}
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}
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