Solution Entities (#21916)
* Creates Content.Shared.Chemistry.Solutions Copies Solution class to new namespace Obsoletes old Solution class * Switches over to the Solutions.Solution Solution * Creates Content.Shared.Chemistry.Containers Copies relevant components/systems to the new namespace Obsoletes old versions * Switches over to the Containers.XYZ namespace * Creates SolutionSystem and obsoletes old SolutionContainerSystem methods * Start using SolutionSystem for Solution manipulation * EnumerateSolutions * Move TryGetMixableSolution * Move EnsureSolution to Server * Create Solution Entities * Stop using obsolete solution system methods * Fix prototype component tests * Add using ..Audio.Systems; back * Wrap solution container slots in ContainerSlots * Actually add the slot to the solution container map * Dirty SolutionContainerComponent when ensuring solutions * Revert namespace changes * Remerge SolutionSystem and SolutionContainerSystem * SolutionContainerManagerComponent refactor * Avoid wrapping necessary code in DebugTools.Assert as it is removed when compiling for release * Readd examine reagent sorting * Fix errors * Poke tests * Fix solution names not being applied * Fix WoolyComponent including statement * Fix merge skew * Fix compile errors * Make reactions use solntities * Reindent solution class namespace * Field attribute changes * AutoGenerateComponentState for SolutionContainerComponent * SolutionContainerComponent -> ContainedSolutionComponent * ref ReactionAttemptEvent * Denetwork preinit solutions * Misc 1 * Nullable TryGetSolution out vars * Cache associated solutions * Fix merge skew * Use explicit regions in SharedSolutionContainerSystem.Capabilities * Add debug assert * Use explicit regions in SharedSolutionContainerSystem.Relay + ref SolutionContainerChangedEvent * ContainedSolutionComponent.Name -> ContainedSolutionComponent.ContainerName * SolutionComponent doc comments * Implicit DataField names and property purge * ReagentEffect DataField names * Local variables for readability * Sort using statements + Entity<T> event handlers * Fix compile erros * Fix compile errors --------- Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
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@@ -1,4 +1,5 @@
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using Content.Server.Chemistry.Components;
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using Content.Server.Chemistry.Containers.EntitySystems;
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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.FixedPoint;
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@@ -18,29 +19,29 @@ public sealed partial class GunSystem
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base.InitializeSolution();
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SubscribeLocalEvent<SolutionAmmoProviderComponent, MapInitEvent>(OnSolutionMapInit);
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SubscribeLocalEvent<SolutionAmmoProviderComponent, SolutionChangedEvent>(OnSolutionChanged);
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SubscribeLocalEvent<SolutionAmmoProviderComponent, SolutionContainerChangedEvent>(OnSolutionChanged);
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}
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private void OnSolutionMapInit(EntityUid uid, SolutionAmmoProviderComponent component, MapInitEvent args)
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private void OnSolutionMapInit(Entity<SolutionAmmoProviderComponent> entity, ref MapInitEvent args)
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{
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UpdateSolutionShots(uid, component);
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UpdateSolutionShots(entity.Owner, entity.Comp);
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}
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private void OnSolutionChanged(EntityUid uid, SolutionAmmoProviderComponent component, SolutionChangedEvent args)
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private void OnSolutionChanged(Entity<SolutionAmmoProviderComponent> entity, ref SolutionContainerChangedEvent args)
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{
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if (args.Solution.Name == component.SolutionId)
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UpdateSolutionShots(uid, component, args.Solution);
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if (args.Solution.Name == entity.Comp.SolutionId)
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UpdateSolutionShots(entity.Owner, entity.Comp, args.Solution);
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}
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protected override void UpdateSolutionShots(EntityUid uid, SolutionAmmoProviderComponent component, Solution? solution = null)
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{
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var shots = 0;
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var maxShots = 0;
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if (solution == null && !_solutionContainer.TryGetSolution(uid, component.SolutionId, out solution))
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if (solution == null && !_solutionContainer.TryGetSolution(uid, component.SolutionId, out _, out solution))
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{
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component.Shots = shots;
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component.MaxShots = maxShots;
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Dirty(component);
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Dirty(uid, component);
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return;
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}
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@@ -49,7 +50,7 @@ public sealed partial class GunSystem
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component.Shots = shots;
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component.MaxShots = maxShots;
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Dirty(component);
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Dirty(uid, component);
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UpdateSolutionAppearance(uid, component);
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}
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@@ -58,10 +59,10 @@ public sealed partial class GunSystem
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{
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var (ent, shootable) = base.GetSolutionShot(uid, component, position);
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if (!_solutionContainer.TryGetSolution(uid, component.SolutionId, out var solution))
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if (!_solutionContainer.TryGetSolution(uid, component.SolutionId, out var solution, out _))
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return (ent, shootable);
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var newSolution = _solutionContainer.SplitSolution(uid, solution, component.FireCost);
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var newSolution = _solutionContainer.SplitSolution(solution.Value, component.FireCost);
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if (newSolution.Volume <= FixedPoint2.Zero)
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return (ent, shootable);
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@@ -73,9 +74,9 @@ public sealed partial class GunSystem
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}
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// Add the solution to the vapor and actually send the thing
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if (_solutionContainer.TryGetSolution(ent, VaporComponent.SolutionName, out var vaporSolution))
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if (_solutionContainer.TryGetSolution(ent, VaporComponent.SolutionName, out var vaporSolution, out _))
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{
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_solutionContainer.TryAddSolution(ent, vaporSolution, newSolution);
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_solutionContainer.TryAddSolution(vaporSolution.Value, newSolution);
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}
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return (ent, shootable);
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}
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