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
This commit is contained in:
Ygg01
2021-09-06 15:49:44 +02:00
committed by GitHub
parent b8911d58ac
commit c209e3f29b
166 changed files with 4268 additions and 3278 deletions

View File

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