Solution refactor (#4407)
* Rename SolutionContainerCaps -> Capability * Move IExamine event to Chemistry System. * ECS the ISolutionChange into SolutionChangeEvent * Unify SolutionContainer into a single shared component * Replace ISolutionInteraction with SolutionContainerComponent * Move all methods from SolutionContainer to ChemistrySystem * Refactor EntitySystem calls to Dependencies * Refactor SolutionContainer to SolutionManager * Fix yamls * Fix test fails * Fix post merge issues * Fix various issues with SolutionManager * More fixes * Fix more components * Fix events not being directed * Fixes for Hypospray * Separate removal and iteration on Metabolism * Fix creampie problems * Address some of sloth's issues * Refactors for Systems * Refactored solution location * Fix tests * Address more sloth issues * Fix dependency * Fix merge conflicts * Add xmldocs for Capabilities components * Remove HasSolution/TryGetDefaultSolution and Add/Remove Drainable/Refillable * Replace Grindable/Juiceable with Extractable * Refactor field names * Fix Drainable * Fix some issues with spillable and injector * Fix issues with Grinder * Fix Beaker having duplicate solutions * Fix foaming * Address some MGS issues * Fix Uid issues * Fix errors in solution Tranfer * Fixed some extra values constant values * Cola is drinkable now
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@@ -1,9 +1,9 @@
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Server.Coordinates.Helpers;
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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.Chemistry.Reagent;
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using Content.Shared.Chemistry.Solution;
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using Content.Shared.Chemistry.Solution.Components;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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@@ -23,7 +23,8 @@ namespace Content.Server.Fluids.Components
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/// <param name="prototype">The prototype to use.</param>
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/// <param name="sound">Play the spill sound.</param>
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/// <returns>The puddle if one was created, null otherwise.</returns>
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public static PuddleComponent? SpillAt(this Solution solution, IEntity entity, string prototype, bool sound = true)
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public static PuddleComponent? SpillAt(this Solution solution, IEntity entity, string prototype,
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bool sound = true)
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{
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return solution.SpillAt(entity.Transform.Coordinates, prototype, sound);
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}
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@@ -39,7 +40,8 @@ namespace Content.Server.Fluids.Components
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/// <param name="puddle">The puddle if one was created, null otherwise.</param>
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/// <param name="sound">Play the spill sound.</param>
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/// <returns>True if a puddle was created, false otherwise.</returns>
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public static bool TrySpillAt(this Solution solution, IEntity entity, string prototype, [NotNullWhen(true)] out PuddleComponent? puddle, bool sound = true)
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public static bool TrySpillAt(this Solution solution, IEntity entity, string prototype,
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[NotNullWhen(true)] out PuddleComponent? puddle, bool sound = true)
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{
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puddle = solution.SpillAt(entity, prototype, sound);
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return puddle != null;
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@@ -53,14 +55,16 @@ namespace Content.Server.Fluids.Components
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/// <param name="prototype">The prototype to use.</param>
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/// <param name="sound">Whether or not to play the spill sound.</param>
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/// <returns>The puddle if one was created, null otherwise.</returns>
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public static PuddleComponent? SpillAt(this Solution solution, EntityCoordinates coordinates, string prototype, bool overflow = true, bool sound = true)
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public static PuddleComponent? SpillAt(this Solution solution, EntityCoordinates coordinates, string prototype,
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bool overflow = true, bool sound = true)
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{
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if (solution.TotalVolume == 0) return null;
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var mapManager = IoCManager.Resolve<IMapManager>();
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var entityManager = IoCManager.Resolve<IEntityManager>();
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if (!mapManager.TryGetGrid(coordinates.GetGridId(entityManager), out var mapGrid)) return null; // Let's not spill to space.
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if (!mapManager.TryGetGrid(coordinates.GetGridId(entityManager), out var mapGrid))
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return null; // Let's not spill to space.
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return SpillAt(mapGrid.GetTileRef(coordinates), solution, prototype, overflow, sound);
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}
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@@ -74,13 +78,15 @@ namespace Content.Server.Fluids.Components
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/// <param name="puddle">The puddle if one was created, null otherwise.</param>
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/// <param name="sound">Play the spill sound.</param>
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/// <returns>True if a puddle was created, false otherwise.</returns>
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public static bool TrySpillAt(this Solution solution, EntityCoordinates coordinates, string prototype, [NotNullWhen(true)] out PuddleComponent? puddle, bool sound = true)
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public static bool TrySpillAt(this Solution solution, EntityCoordinates coordinates, string prototype,
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[NotNullWhen(true)] out PuddleComponent? puddle, bool sound = true)
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{
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puddle = solution.SpillAt(coordinates, prototype, sound);
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return puddle != null;
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}
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public static bool TryGetPuddle(this TileRef tileRef, GridTileLookupSystem? gridTileLookupSystem, [NotNullWhen(true)] out PuddleComponent? puddle)
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public static bool TryGetPuddle(this TileRef tileRef, GridTileLookupSystem? gridTileLookupSystem,
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[NotNullWhen(true)] out PuddleComponent? puddle)
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{
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foreach (var entity in tileRef.GetEntitiesInTileFast(gridTileLookupSystem))
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{
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@@ -95,7 +101,8 @@ namespace Content.Server.Fluids.Components
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return false;
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}
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public static PuddleComponent? SpillAt(this TileRef tileRef, Solution solution, string prototype, bool overflow = true, bool sound = true)
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public static PuddleComponent? SpillAt(this TileRef tileRef, Solution solution, string prototype,
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bool overflow = true, bool sound = true)
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{
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if (solution.TotalVolume <= 0) return null;
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@@ -116,15 +123,18 @@ namespace Content.Server.Fluids.Components
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PuddleComponent? puddle = null;
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var spilt = false;
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var spillEntities = IoCManager.Resolve<IEntityLookup>().GetEntitiesIntersecting(mapGrid.ParentMapId, spillGridCoords.Position).ToArray();
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var spillEntities = IoCManager.Resolve<IEntityLookup>()
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.GetEntitiesIntersecting(mapGrid.ParentMapId, spillGridCoords.Position).ToArray();
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foreach (var spillEntity in spillEntities)
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{
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if (spillEntity.TryGetComponent(out ISolutionInteractionsComponent? solutionContainerComponent) &&
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solutionContainerComponent.CanRefill)
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if (EntitySystem.Get<SolutionContainerSystem>()
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.TryGetRefillableSolution(spillEntity.Uid, out var solutionContainerComponent))
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{
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solutionContainerComponent.Refill(
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solution.SplitSolution(ReagentUnit.Min(solutionContainerComponent.RefillSpaceAvailable, solutionContainerComponent.MaxSpillRefill))
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);
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EntitySystem.Get<SolutionContainerSystem>().Refill(spillEntity.Uid, solutionContainerComponent,
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solution.SplitSolution(ReagentUnit.Min(
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solutionContainerComponent.AvailableVolume,
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solutionContainerComponent.MaxSpillRefill))
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);
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}
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}
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