Call reload protoypes on admin changes (#13160)
* Call reload protoypes on admin changes Fixes NPCs not working after engine change. * Also chems * other fixes
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@@ -4,6 +4,4 @@ public interface IGamePrototypeLoadManager
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{
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public void Initialize();
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public void SendGamePrototype(string prototype);
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event Action GamePrototypeLoaded;
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}
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@@ -21,8 +21,7 @@ namespace Content.Shared.Chemistry.Reaction
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] protected readonly ISharedAdminLogManager _adminLogger = default!;
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[Dependency] private readonly IGamePrototypeLoadManager _gamePrototypeLoadManager = default!;
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[Dependency] protected readonly ISharedAdminLogManager AdminLogger = default!;
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/// <summary>
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/// A cache of all existant chemical reactions indexed by one of their
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@@ -36,7 +35,12 @@ namespace Content.Shared.Chemistry.Reaction
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InitializeReactionCache();
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_prototypeManager.PrototypesReloaded += OnPrototypesReloaded;
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_gamePrototypeLoadManager.GamePrototypeLoaded += InitializeReactionCache;
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}
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public override void Shutdown()
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{
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base.Shutdown();
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_prototypeManager.PrototypesReloaded -= OnPrototypesReloaded;
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}
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/// <summary>
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@@ -210,7 +214,7 @@ namespace Content.Shared.Chemistry.Reaction
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if (effect.ShouldLog)
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{
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var entity = args.SolutionEntity;
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_adminLogger.Add(LogType.ReagentEffect, effect.LogImpact,
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AdminLogger.Add(LogType.ReagentEffect, effect.LogImpact,
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$"Reaction effect {effect.GetType().Name:effect} of reaction ${reaction.ID:reaction} applied on entity {ToPrettyString(entity):entity} at {Transform(entity).Coordinates:coordinates}");
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}
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