scoopable ash and foam, solution transfer prediction (#25832)
* move SolutionTransfer to shared and predict as much as possible * fully move OpenableSystem to shared now that SolutionTransfer is * fix imports for everything * doc for solution transfer system * trolling * add scoopable system * make ash and foam scoopable * untroll * untroll real * make clickable it work * troll * the scooping room --------- Co-authored-by: deltanedas <@deltanedas:kde.org> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
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@@ -24,6 +24,7 @@ using Content.Shared.Interaction.Events;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Nutrition;
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using Content.Shared.Nutrition.Components;
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using Content.Shared.Nutrition.EntitySystems;
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using Content.Shared.Throwing;
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using Content.Shared.Verbs;
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using Robust.Shared.Audio;
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@@ -23,6 +23,7 @@ using Content.Shared.Interaction.Events;
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using Content.Shared.Inventory;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Nutrition;
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using Content.Shared.Nutrition.EntitySystems;
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using Content.Shared.Stacks;
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using Content.Shared.Storage;
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using Content.Shared.Verbs;
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@@ -1,27 +0,0 @@
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using Content.Server.Chemistry.EntitySystems;
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using Content.Shared.Nutrition.EntitySystems;
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using Content.Shared.Nutrition.Components;
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namespace Content.Server.Nutrition.EntitySystems;
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/// <summary>
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/// Provides API for openable food and drinks, handles opening on use and preventing transfer when closed.
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/// </summary>
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public sealed class OpenableSystem : SharedOpenableSystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<OpenableComponent, SolutionTransferAttemptEvent>(OnTransferAttempt);
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}
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private void OnTransferAttempt(EntityUid uid, OpenableComponent comp, SolutionTransferAttemptEvent args)
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{
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if (!comp.Opened)
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{
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// message says its just for drinks, shouldn't matter since you typically dont have a food that is openable and can be poured out
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args.Cancel(Loc.GetString("drink-component-try-use-drink-not-open", ("owner", uid)));
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}
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}
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}
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