stack cleanup and mild refactoring (#11717)
* stack cleanup * fix tests and ulong * somehow did half a commit * ulong got usmall. (it's ints now) * sussy baka cleanup * mirror's review * make da tests pass again * shadowcommander review * sloth por favor * Update StoreSystem.Ui.cs
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@@ -1,6 +1,7 @@
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using Content.Shared.Storage;
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using System.Threading;
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using Content.Shared.Construction.Prototypes;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Server.Medical.BiomassReclaimer
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@@ -35,7 +36,7 @@ namespace Content.Server.Medical.BiomassReclaimer
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/// This is calculated from the YieldPerUnitMass.
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/// </summary>
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[ViewVariables]
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public uint CurrentExpectedYield = default;
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public int CurrentExpectedYield = default;
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/// <summary>
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/// The reagent that will be spilled while processing a mob.
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@@ -54,6 +55,12 @@ namespace Content.Server.Medical.BiomassReclaimer
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[ViewVariables(VVAccess.ReadWrite)]
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public float YieldPerUnitMass = default;
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/// <summary>
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/// The entity that is output by the reclaimer
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/// </summary>
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[DataField("outputEntityId", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>)), ViewVariables(VVAccess.ReadWrite)]
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public string OutputEntityId = "MaterialBiomass";
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/// <summary>
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/// The base yield per mass unit when no components are upgraded.
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/// </summary>
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@@ -78,7 +78,7 @@ namespace Content.Server.Medical.BiomassReclaimer
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continue;
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}
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_stackSystem.SpawnMultiple((int) reclaimer.CurrentExpectedYield, 100, "Biomass", Transform(reclaimer.Owner).Coordinates);
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_stackSystem.SpawnMultiple(reclaimer.OutputEntityId, reclaimer.CurrentExpectedYield, Transform(reclaimer.Owner).Coordinates);
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reclaimer.BloodReagent = null;
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reclaimer.SpawnedEntities.Clear();
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@@ -234,7 +234,7 @@ namespace Content.Server.Medical.BiomassReclaimer
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component.SpawnedEntities = butcherableComponent.SpawnedEntities;
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}
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component.CurrentExpectedYield = (uint) Math.Max(0, physics.FixturesMass * component.YieldPerUnitMass);
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component.CurrentExpectedYield = (int) Math.Max(0, physics.FixturesMass * component.YieldPerUnitMass);
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component.ProcessingTimer = physics.FixturesMass * component.ProcessingTimePerUnitMass;
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QueueDel(toProcess);
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}
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