Entity Reagent Reactions v2 (#3714)

* Refactors reactions to be more POWERFUL and DATA-ORIENTED
This commit is contained in:
Vera Aguilera Puerto
2021-03-26 12:02:41 +01:00
committed by GitHub
parent 6739d6a6a9
commit a6f04e22e4
25 changed files with 333 additions and 140 deletions

View File

@@ -36,7 +36,7 @@ using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Botany
{
[RegisterComponent]
public class PlantHolderComponent : Component, IInteractUsing, IInteractHand, IActivate, IReagentReaction, IExamine
public class PlantHolderComponent : Component, IInteractUsing, IInteractHand, IActivate, IExamine
{
public const float HydroponicsSpeedMultiplier = 1f;
public const float HydroponicsConsumptionMultiplier = 4f;
@@ -807,24 +807,6 @@ namespace Content.Server.GameObjects.Components.Botany
return false;
}
ReagentUnit IReagentReaction.ReagentReactTouch(ReagentPrototype reagent, ReagentUnit volume)
{
if(_solutionContainer == null)
return ReagentUnit.Zero;
_solutionContainer.TryAddReagent(reagent.ID, volume, out var accepted);
return accepted;
}
ReagentUnit IReagentReaction.ReagentReactInjection(ReagentPrototype reagent, ReagentUnit volume)
{
if(_solutionContainer == null)
return ReagentUnit.Zero;
_solutionContainer.TryAddReagent(reagent.ID, volume, out var accepted);
return accepted;
}
bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)
{
// DoHarvest does the sanity checks.