Changed all int and some float things in Reagent code to Decimals
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@@ -18,11 +18,11 @@ namespace Content.Shared.GameObjects.Components.Chemistry
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[Serializable, NetSerializable]
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protected sealed class InjectorComponentState : ComponentState
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{
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public int CurrentVolume { get; }
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public int TotalVolume { get; }
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public decimal CurrentVolume { get; }
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public decimal TotalVolume { get; }
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public InjectorToggleMode CurrentMode { get; }
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public InjectorComponentState(int currentVolume, int totalVolume, InjectorToggleMode currentMode) : base(ContentNetIDs.REAGENT_INJECTOR)
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public InjectorComponentState(decimal currentVolume, decimal totalVolume, InjectorToggleMode currentMode) : base(ContentNetIDs.REAGENT_INJECTOR)
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{
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CurrentVolume = currentVolume;
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TotalVolume = totalVolume;
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@@ -26,8 +26,8 @@ namespace Content.Shared.GameObjects.Components.Chemistry
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public class ReagentDispenserBoundUserInterfaceState : BoundUserInterfaceState
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{
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public readonly bool HasBeaker;
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public readonly int BeakerCurrentVolume;
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public readonly int BeakerMaxVolume;
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public readonly decimal BeakerCurrentVolume;
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public readonly decimal BeakerMaxVolume;
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public readonly string ContainerName;
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/// <summary>
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/// A list of the reagents which this dispenser can dispense.
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@@ -38,10 +38,10 @@ namespace Content.Shared.GameObjects.Components.Chemistry
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/// </summary>
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public readonly List<Solution.ReagentQuantity> ContainerReagents;
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public readonly string DispenserName;
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public readonly int SelectedDispenseAmount;
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public readonly decimal SelectedDispenseAmount;
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public ReagentDispenserBoundUserInterfaceState(bool hasBeaker, int beakerCurrentVolume, int beakerMaxVolume, string containerName,
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List<ReagentDispenserInventoryEntry> inventory, string dispenserName, List<Solution.ReagentQuantity> containerReagents, int selectedDispenseAmount)
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public ReagentDispenserBoundUserInterfaceState(bool hasBeaker, decimal beakerCurrentVolume, decimal beakerMaxVolume, string containerName,
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List<ReagentDispenserInventoryEntry> inventory, string dispenserName, List<Solution.ReagentQuantity> containerReagents, decimal selectedDispenseAmount)
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{
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HasBeaker = hasBeaker;
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BeakerCurrentVolume = beakerCurrentVolume;
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@@ -18,7 +18,7 @@ namespace Content.Shared.GameObjects.Components.Chemistry
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[ViewVariables]
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protected Solution _containedSolution = new Solution();
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protected int _maxVolume;
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protected decimal _maxVolume;
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private SolutionCaps _capabilities;
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/// <summary>
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@@ -30,7 +30,7 @@ namespace Content.Shared.GameObjects.Components.Chemistry
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/// The maximum volume of the container.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public int MaxVolume
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public decimal MaxVolume
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{
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get => _maxVolume;
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set => _maxVolume = value; // Note that the contents won't spill out if the capacity is reduced.
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@@ -40,13 +40,13 @@ namespace Content.Shared.GameObjects.Components.Chemistry
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/// The total volume of all the of the reagents in the container.
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/// </summary>
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[ViewVariables]
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public int CurrentVolume => _containedSolution.TotalVolume;
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public decimal CurrentVolume => _containedSolution.TotalVolume;
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/// <summary>
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/// The volume without reagents remaining in the container.
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/// </summary>
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[ViewVariables]
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public int EmptyVolume => MaxVolume - CurrentVolume;
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public decimal EmptyVolume => MaxVolume - CurrentVolume;
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/// <summary>
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/// The current blended color of all the reagents in the container.
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@@ -122,7 +122,7 @@ namespace Content.Shared.GameObjects.Components.Chemistry
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OnSolutionChanged();
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}
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public bool TryRemoveReagent(string reagentId, int quantity)
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public bool TryRemoveReagent(string reagentId, decimal quantity)
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{
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if (!ContainsReagent(reagentId, out var currentQuantity)) return false;
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@@ -146,7 +146,7 @@ namespace Content.Shared.GameObjects.Components.Chemistry
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return true;
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}
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public Solution SplitSolution(int quantity)
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public Solution SplitSolution(decimal quantity)
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{
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var solutionSplit = _containedSolution.SplitSolution(quantity);
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OnSolutionChanged();
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@@ -159,7 +159,7 @@ namespace Content.Shared.GameObjects.Components.Chemistry
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SubstanceColor = Color.White;
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Color mixColor = default;
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float runningTotalQuantity = 0;
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var runningTotalQuantity = 0M;
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foreach (var reagent in _containedSolution)
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{
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@@ -171,7 +171,7 @@ namespace Content.Shared.GameObjects.Components.Chemistry
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if (mixColor == default)
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mixColor = proto.SubstanceColor;
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mixColor = BlendRGB(mixColor, proto.SubstanceColor, reagent.Quantity / runningTotalQuantity);
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mixColor = BlendRGB(mixColor, proto.SubstanceColor, (float) (reagent.Quantity / runningTotalQuantity));
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}
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}
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@@ -216,7 +216,7 @@ namespace Content.Shared.GameObjects.Components.Chemistry
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/// <param name="reagentId">The reagent to check for.</param>
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/// <param name="quantity">Output the quantity of the reagent if it is contained, 0 if it isn't.</param>
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/// <returns>Return true if the solution contains the reagent.</returns>
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public bool ContainsReagent(string reagentId, out int quantity)
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public bool ContainsReagent(string reagentId, out decimal quantity)
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{
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foreach (var reagent in _containedSolution.Contents)
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{
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