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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@@ -5,6 +5,7 @@ using Content.Server.Body.Circulatory;
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using Content.Server.Chemistry.Components;
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using Content.Server.Cooldown;
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using Content.Server.Weapon.Melee.Components;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Damage.Components;
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using Content.Shared.Hands;
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using Content.Shared.Interaction;
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@@ -16,7 +17,6 @@ using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Broadphase;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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@@ -25,7 +25,7 @@ namespace Content.Server.Weapon.Melee
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public sealed class MeleeWeaponSystem : EntitySystem
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{
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[Dependency] private IGameTiming _gameTiming = default!;
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[Dependency] private SolutionContainerSystem _solutionsSystem = default!;
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public override void Initialize()
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{
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@@ -219,7 +219,7 @@ namespace Content.Server.Weapon.Melee
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for (var i = 0; i < increments; i++)
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{
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var castAngle = new Angle(baseAngle + increment * i);
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var res = EntitySystem.Get<SharedBroadphaseSystem>().IntersectRay(mapId,
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var res = Get<SharedBroadphaseSystem>().IntersectRay(mapId,
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new CollisionRay(position, castAngle.ToWorldVec(),
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(int) (CollisionGroup.Impassable | CollisionGroup.MobImpassable)), range, ignore).ToList();
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@@ -234,7 +234,8 @@ namespace Content.Server.Weapon.Melee
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private void OnChemicalInjectorHit(EntityUid uid, MeleeChemicalInjectorComponent comp, MeleeHitEvent args)
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{
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if (!ComponentManager.TryGetComponent<SolutionContainerComponent>(uid, out var solutionContainer))
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IEntity owner = EntityManager.GetEntity(uid);
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if (!_solutionsSystem.TryGetInjectableSolution(owner.Uid, out var solutionContainer))
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return;
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var hitBloodstreams = new List<BloodstreamComponent>();
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@@ -250,7 +251,7 @@ namespace Content.Server.Weapon.Melee
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if (hitBloodstreams.Count < 1)
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return;
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var removedSolution = solutionContainer.Solution.SplitSolution(comp.TransferAmount * hitBloodstreams.Count);
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var removedSolution = solutionContainer.SplitSolution(comp.TransferAmount * hitBloodstreams.Count);
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var removedVol = removedSolution.TotalVolume;
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var solutionToInject = removedSolution.SplitSolution(removedVol * comp.TransferEfficiency);
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var volPerBloodstream = solutionToInject.TotalVolume * (1 / hitBloodstreams.Count);
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