Revert "Solution Entities" (#23160)
Revert "Solution Entities (#21916)"
This reverts commit d75e743dd7.
This commit is contained in:
@@ -1,13 +1,15 @@
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using System.Linq;
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using System.Numerics;
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using Content.Server.Body.Components;
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using Content.Server.Body.Systems;
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using Content.Server.Chat.Systems;
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using Content.Server.Chemistry.Components;
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using Content.Server.Chemistry.Containers.EntitySystems;
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using Content.Server.CombatMode.Disarm;
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using Content.Server.Contests;
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using Content.Server.Movement.Systems;
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using Content.Shared.Actions.Events;
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using Content.Shared.Administration.Components;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.CombatMode;
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using Content.Shared.Damage.Events;
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using Content.Shared.Damage.Systems;
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@@ -27,8 +29,6 @@ using Robust.Shared.Audio;
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using Robust.Shared.Map;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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using System.Linq;
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using System.Numerics;
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namespace Content.Server.Weapons.Melee;
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@@ -250,11 +250,11 @@ public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
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}
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private void OnChemicalInjectorHit(Entity<MeleeChemicalInjectorComponent> entity, ref MeleeHitEvent args)
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private void OnChemicalInjectorHit(EntityUid owner, MeleeChemicalInjectorComponent comp, MeleeHitEvent args)
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{
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if (!args.IsHit ||
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!args.HitEntities.Any() ||
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!_solutions.TryGetSolution(entity.Owner, entity.Comp.Solution, out var solutionContainer))
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!_solutions.TryGetSolution(owner, comp.Solution, out var solutionContainer))
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{
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return;
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}
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@@ -262,28 +262,28 @@ public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
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var hitBloodstreams = new List<(EntityUid Entity, BloodstreamComponent Component)>();
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var bloodQuery = GetEntityQuery<BloodstreamComponent>();
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foreach (var hit in args.HitEntities)
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foreach (var entity in args.HitEntities)
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{
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if (Deleted(hit))
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if (Deleted(entity))
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continue;
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// prevent deathnettles injecting through hardsuits
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if (!entity.Comp.PierceArmor && _inventory.TryGetSlotEntity(hit, "outerClothing", out var suit) && _tag.HasTag(suit.Value, "Hardsuit"))
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if (!comp.PierceArmor && _inventory.TryGetSlotEntity(entity, "outerClothing", out var suit) && _tag.HasTag(suit.Value, "Hardsuit"))
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{
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PopupSystem.PopupEntity(Loc.GetString("melee-inject-failed-hardsuit", ("weapon", entity.Owner)), args.User, args.User, PopupType.SmallCaution);
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PopupSystem.PopupEntity(Loc.GetString("melee-inject-failed-hardsuit", ("weapon", owner)), args.User, args.User, PopupType.SmallCaution);
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continue;
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}
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if (bloodQuery.TryGetComponent(hit, out var bloodstream))
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hitBloodstreams.Add((hit, bloodstream));
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if (bloodQuery.TryGetComponent(entity, out var bloodstream))
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hitBloodstreams.Add((entity, bloodstream));
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}
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if (!hitBloodstreams.Any())
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return;
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var removedSolution = _solutions.SplitSolution(solutionContainer.Value, entity.Comp.TransferAmount * hitBloodstreams.Count);
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var removedSolution = solutionContainer.SplitSolution(comp.TransferAmount * hitBloodstreams.Count);
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var removedVol = removedSolution.Volume;
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var solutionToInject = removedSolution.SplitSolution(removedVol * entity.Comp.TransferEfficiency);
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var solutionToInject = removedSolution.SplitSolution(removedVol * comp.TransferEfficiency);
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var volPerBloodstream = solutionToInject.Volume * (1 / hitBloodstreams.Count);
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foreach (var (ent, bloodstream) in hitBloodstreams)
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@@ -1,34 +1,34 @@
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using Content.Server.Chemistry.Containers.EntitySystems;
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using System.Linq;
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using Content.Server.Weapons.Ranged.Components;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Weapons.Ranged.Events;
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using System.Linq;
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namespace Content.Server.Weapons.Ranged.Systems
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{
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public sealed class ChemicalAmmoSystem : EntitySystem
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{
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[Dependency] private readonly SolutionContainerSystem _solutionContainerSystem = default!;
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[Dependency] private readonly SolutionContainerSystem _solutionSystem = default!;
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public override void Initialize()
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{
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SubscribeLocalEvent<ChemicalAmmoComponent, AmmoShotEvent>(OnFire);
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}
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private void OnFire(Entity<ChemicalAmmoComponent> entity, ref AmmoShotEvent args)
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private void OnFire(EntityUid uid, ChemicalAmmoComponent component, AmmoShotEvent args)
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{
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if (!_solutionContainerSystem.TryGetSolution(entity.Owner, entity.Comp.SolutionName, out var ammoSoln, out var ammoSolution))
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if (!_solutionSystem.TryGetSolution(uid, component.SolutionName, out var ammoSolution))
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return;
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var projectiles = args.FiredProjectiles;
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var projectileSolutionContainers = new List<(EntityUid, Entity<SolutionComponent>)>();
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var projectileSolutionContainers = new List<(EntityUid, Solution)>();
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foreach (var projectile in projectiles)
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{
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if (_solutionContainerSystem
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.TryGetSolution(projectile, entity.Comp.SolutionName, out var projectileSoln, out _))
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if (_solutionSystem
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.TryGetSolution(projectile, component.SolutionName, out var projectileSolutionContainer))
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{
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projectileSolutionContainers.Add((projectile, projectileSoln.Value));
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projectileSolutionContainers.Add((uid, projectileSolutionContainer));
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}
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}
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@@ -37,13 +37,13 @@ namespace Content.Server.Weapons.Ranged.Systems
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var solutionPerProjectile = ammoSolution.Volume * (1 / projectileSolutionContainers.Count);
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foreach (var (_, projectileSolution) in projectileSolutionContainers)
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foreach (var (projectileUid, projectileSolution) in projectileSolutionContainers)
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{
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var solutionToTransfer = _solutionContainerSystem.SplitSolution(ammoSoln.Value, solutionPerProjectile);
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_solutionContainerSystem.TryAddSolution(projectileSolution, solutionToTransfer);
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var solutionToTransfer = _solutionSystem.SplitSolution(uid, ammoSolution, solutionPerProjectile);
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_solutionSystem.TryAddSolution(projectileUid, projectileSolution, solutionToTransfer);
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}
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_solutionContainerSystem.RemoveAllSolution(ammoSoln.Value);
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_solutionSystem.RemoveAllSolution(uid, ammoSolution);
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}
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}
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}
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@@ -1,5 +1,4 @@
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using Content.Server.Chemistry.Components;
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using Content.Server.Chemistry.Containers.EntitySystems;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.FixedPoint;
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@@ -19,29 +18,29 @@ public sealed partial class GunSystem
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base.InitializeSolution();
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SubscribeLocalEvent<SolutionAmmoProviderComponent, MapInitEvent>(OnSolutionMapInit);
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SubscribeLocalEvent<SolutionAmmoProviderComponent, SolutionContainerChangedEvent>(OnSolutionChanged);
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SubscribeLocalEvent<SolutionAmmoProviderComponent, SolutionChangedEvent>(OnSolutionChanged);
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}
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private void OnSolutionMapInit(Entity<SolutionAmmoProviderComponent> entity, ref MapInitEvent args)
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private void OnSolutionMapInit(EntityUid uid, SolutionAmmoProviderComponent component, MapInitEvent args)
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{
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UpdateSolutionShots(entity.Owner, entity.Comp);
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UpdateSolutionShots(uid, component);
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}
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private void OnSolutionChanged(Entity<SolutionAmmoProviderComponent> entity, ref SolutionContainerChangedEvent args)
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private void OnSolutionChanged(EntityUid uid, SolutionAmmoProviderComponent component, SolutionChangedEvent args)
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{
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if (args.Solution.Name == entity.Comp.SolutionId)
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UpdateSolutionShots(entity.Owner, entity.Comp, args.Solution);
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if (args.Solution.Name == component.SolutionId)
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UpdateSolutionShots(uid, component, args.Solution);
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}
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protected override void UpdateSolutionShots(EntityUid uid, SolutionAmmoProviderComponent component, Solution? solution = null)
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{
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var shots = 0;
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var maxShots = 0;
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if (solution == null && !_solutionContainer.TryGetSolution(uid, component.SolutionId, out _, out solution))
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if (solution == null && !_solutionContainer.TryGetSolution(uid, component.SolutionId, out solution))
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{
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component.Shots = shots;
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component.MaxShots = maxShots;
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Dirty(uid, component);
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Dirty(component);
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return;
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}
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@@ -50,7 +49,7 @@ public sealed partial class GunSystem
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component.Shots = shots;
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component.MaxShots = maxShots;
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Dirty(uid, component);
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Dirty(component);
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UpdateSolutionAppearance(uid, component);
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}
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@@ -59,10 +58,10 @@ public sealed partial class GunSystem
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{
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var (ent, shootable) = base.GetSolutionShot(uid, component, position);
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if (!_solutionContainer.TryGetSolution(uid, component.SolutionId, out var solution, out _))
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if (!_solutionContainer.TryGetSolution(uid, component.SolutionId, out var solution))
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return (ent, shootable);
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var newSolution = _solutionContainer.SplitSolution(solution.Value, component.FireCost);
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var newSolution = _solutionContainer.SplitSolution(uid, solution, component.FireCost);
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if (newSolution.Volume <= FixedPoint2.Zero)
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return (ent, shootable);
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@@ -74,9 +73,9 @@ public sealed partial class GunSystem
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}
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// Add the solution to the vapor and actually send the thing
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if (_solutionContainer.TryGetSolution(ent, VaporComponent.SolutionName, out var vaporSolution, out _))
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if (_solutionContainer.TryGetSolution(ent, VaporComponent.SolutionName, out var vaporSolution))
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{
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_solutionContainer.TryAddSolution(vaporSolution.Value, newSolution);
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_solutionContainer.TryAddSolution(ent, vaporSolution, newSolution);
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}
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return (ent, shootable);
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}
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