Make chemistry machines and IdCardConsole use item slots (#5428)

* chemistry item slots

* item slots id card console
This commit is contained in:
Leon Friedrich
2021-11-24 20:03:07 +13:00
committed by GitHub
parent 355625bded
commit 3b29ffdfa0
26 changed files with 371 additions and 560 deletions

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@@ -1,11 +1,11 @@
using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.Cloning;
using Content.Shared.Containers.ItemSlots;
using Content.Shared.FixedPoint;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Shared.Chemistry.Components
{
@@ -15,6 +15,9 @@ namespace Content.Shared.Chemistry.Components
/// </summary>
public class SharedChemMasterComponent : Component
{
[DataField("beakerSlot")]
public ItemSlot BeakerSlot = new();
public override string Name => "ChemMaster";
public const string SolutionName = "buffer";

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@@ -1,9 +1,11 @@
using System;
using System;
using System.Collections.Generic;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.Containers.ItemSlots;
using Content.Shared.FixedPoint;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Shared.Chemistry.Dispenser
{
@@ -17,6 +19,9 @@ namespace Content.Shared.Chemistry.Dispenser
{
public override string Name => "ReagentDispenser";
[DataField("beakerSlot")]
public ItemSlot BeakerSlot = new();
/// <summary>
/// A list of reagents which this may dispense. Defined in yaml prototype, see <see cref="ReagentDispenserInventoryPrototype"/>.
/// </summary>

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@@ -0,0 +1,32 @@
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Content.Shared.Containers.ItemSlots;
using Content.Shared.Chemistry.Components;
namespace Content.Shared.Chemistry.EntitySystems
{
[UsedImplicitly]
public abstract class SharedChemMasterSystem : EntitySystem
{
[Dependency] private readonly ItemSlotsSystem _itemSlotsSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SharedChemMasterComponent, ComponentInit>(OnComponentInit);
SubscribeLocalEvent<SharedChemMasterComponent, ComponentRemove>(OnComponentRemove);
}
private void OnComponentInit(EntityUid uid, SharedChemMasterComponent component, ComponentInit args)
{
_itemSlotsSystem.AddItemSlot(uid, $"{component.Name}-beaker", component.BeakerSlot);
}
private void OnComponentRemove(EntityUid uid, SharedChemMasterComponent component, ComponentRemove args)
{
_itemSlotsSystem.RemoveItemSlot(uid, component.BeakerSlot);
}
}
}

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@@ -0,0 +1,32 @@
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Content.Shared.Containers.ItemSlots;
using Content.Shared.Chemistry.Dispenser;
namespace Content.Shared.Chemistry.EntitySystems
{
[UsedImplicitly]
public abstract class SharedReagentDispenserSystem : EntitySystem
{
[Dependency] private readonly ItemSlotsSystem _itemSlotsSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SharedReagentDispenserComponent, ComponentInit>(OnComponentInit);
SubscribeLocalEvent<SharedReagentDispenserComponent, ComponentRemove>(OnComponentRemove);
}
private void OnComponentInit(EntityUid uid, SharedReagentDispenserComponent component, ComponentInit args)
{
_itemSlotsSystem.AddItemSlot(uid, $"{component.Name}-beaker", component.BeakerSlot);
}
private void OnComponentRemove(EntityUid uid, SharedReagentDispenserComponent component, ComponentRemove args)
{
_itemSlotsSystem.RemoveItemSlot(uid, component.BeakerSlot);
}
}
}