Material Reclaimer (#14969)

* Material Reclaimer

* Fix this test

* autostack output, tweak volume, add upgrade examine

* whitelist AND blacklist support

why not

* trying so hard to get this fucking test to work

* EmoGarbage delves into MaterialArbitrageTest, never to return

* VV and restore cloth to glory

* make the system more robust

* even more stuff has composition; add blacklist for important items

* fix test fails

* convert recycling

* forgor :sadge:

* lol

* simply a modiCUM of doc commentary
This commit is contained in:
Nemanja
2023-04-10 00:38:20 -04:00
committed by GitHub
parent 69c1317d1c
commit 57f2a768a0
111 changed files with 1455 additions and 506 deletions

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@@ -0,0 +1,9 @@
using Content.Shared.Materials;
namespace Content.Client.Materials;
/// <inheritdoc/>
public sealed class MaterialReclaimerSystem : SharedMaterialReclaimerSystem
{
}

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@@ -1,70 +0,0 @@
using Content.Shared.Conveyor;
using Content.Shared.Recycling;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Client.Recycling
{
[UsedImplicitly]
public sealed class RecyclerVisualizer : AppearanceVisualizer
{
[DataField("state_on")]
private string _stateOn = "grinder-o1";
[DataField("state_off")]
private string _stateOff = "grinder-o0";
[Obsolete("Subscribe to your component being initialised instead.")]
public override void InitializeEntity(EntityUid entity)
{
base.InitializeEntity(entity);
var entMan = IoCManager.Resolve<IEntityManager>();
if (!entMan.TryGetComponent(entity, out SpriteComponent? sprite) ||
!entMan.TryGetComponent(entity, out AppearanceComponent? appearance))
{
return;
}
UpdateAppearance(appearance, sprite);
}
[Obsolete("Subscribe to AppearanceChangeEvent instead.")]
public override void OnChangeData(AppearanceComponent component)
{
base.OnChangeData(component);
var entities = IoCManager.Resolve<IEntityManager>();
if (!entities.TryGetComponent(component.Owner, out SpriteComponent? sprite))
{
return;
}
UpdateAppearance(component, sprite);
}
private void UpdateAppearance(AppearanceComponent component, SpriteComponent sprite)
{
var state = _stateOff;
if (component.TryGetData(ConveyorVisuals.State, out ConveyorState conveyorState) && conveyorState != ConveyorState.Off)
{
state = _stateOn;
}
if (component.TryGetData(RecyclerVisuals.Bloody, out bool bloody) && bloody)
{
state += "bld";
}
sprite.LayerSetState(RecyclerVisualLayers.Main, state);
}
}
public enum RecyclerVisualLayers : byte
{
Main
}
}