Files
tbd-station-14/Content.Shared/Chemistry/ReactiveSystem.cs
Princess Cheeseballs 4059c29ebc Entity effects ECS refactor (#40580)
* 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>
2025-10-12 21:23:42 +00:00

44 lines
1.3 KiB
C#

using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.FixedPoint;
using JetBrains.Annotations;
using Robust.Shared.Prototypes;
namespace Content.Shared.Chemistry;
[UsedImplicitly]
public sealed class ReactiveSystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _proto = default!;
public void DoEntityReaction(EntityUid uid, Solution solution, ReactionMethod method)
{
foreach (var reagent in solution.Contents.ToArray())
{
ReactionEntity(uid, method, reagent);
}
}
public void ReactionEntity(EntityUid uid, ReactionMethod method, ReagentQuantity reagentQuantity)
{
if (reagentQuantity.Quantity == FixedPoint2.Zero)
return;
// We throw if the reagent specified doesn't exist.
if (!_proto.Resolve<ReagentPrototype>(reagentQuantity.Reagent.Prototype, out var proto))
return;
var ev = new ReactionEntityEvent(method, reagentQuantity, proto);
RaiseLocalEvent(uid, ref ev);
}
}
public enum ReactionMethod
{
Touch,
Injection,
Ingestion,
}
[ByRefEvent]
public readonly record struct ReactionEntityEvent(ReactionMethod Method, ReagentQuantity ReagentQuantity, ReagentPrototype Reagent);