Files
OldThink/Content.Server/_Amour/Hole/HoleSystem.Solution.cs

83 lines
2.7 KiB
C#

using Content.Server.Chemistry.Containers.EntitySystems;
using Content.Shared._Amour.Arousal;
using Content.Shared._Amour.Hole;
using Content.Shared.Chemistry.Components;
namespace Content.Server._Amour.Hole;
public sealed partial class HoleSystem
{
[Dependency] private readonly SolutionContainerSystem _solutionContainer = default!;
public void InitializeSolution()
{
SubscribeLocalEvent<HoleSolutionComponent,ComponentInit>(OnSolutionInit);
SubscribeLocalEvent<HoleSolutionComponent,EntityUnpausedEvent>(OnUnpaused);
SubscribeLocalEvent<HoleSolutionComponent,ArousalSplash>(OnSplash);
}
private void OnSolutionInit(EntityUid uid, HoleSolutionComponent component, ComponentInit args)
{
component.NextGenerationTime = _gameTiming.CurTime;
component.Solution = _solutionContainer.EnsureSolution(uid, HoleSolutionComponent.SlotName);
component.Solution.MaxVolume = component.SubstanceHoldCount;
}
private void OnUnpaused(EntityUid uid, HoleSolutionComponent component, EntityUnpausedEvent args)
{
component.NextGenerationTime += args.PausedTime;
}
public void SplitSolution(Entity<HoleSolutionComponent?> entity, Entity<SolutionComponent?>? to = null)
{
if(!Resolve(entity,ref entity.Comp))
return;
if (!to.HasValue)
{
entity.Comp.Solution.SplitSolution(entity.Comp.Solution.Volume);
}
else
{
var entityUid = to.Value;
if(Resolve(entityUid, ref entityUid.Comp))
{
_solutionContainer.AddSolution(
new Entity<SolutionComponent>(entityUid.Owner,entityUid.Comp)
, entity.Comp.Solution);
}
}
}
private void OnSplash(EntityUid uid, HoleSolutionComponent component, ref ArousalSplash args)
{
if(!TryComp<HoleContainerComponent>(uid,out var holeContainer))
return;
var holeUid = GetEntity(holeContainer.MainHole);
if(!TryComp<HoleComponent>(holeUid,out var holeComponent))
return;
SplitSolution(holeUid.Value);
}
private void UpdateSolution(float frameTime)
{
return;
var query = EntityQueryEnumerator<HoleSolutionComponent>();
while (query.MoveNext(out var uid, out var component))
{
if(_gameTiming.CurTime < component.NextGenerationTime)
continue;
component.NextGenerationTime = _gameTiming.CurTime;
if(component.Solution.Volume >= component.SubstanceHoldCount)
continue;
component.Solution.AddReagent(component.SubstanceName,component.SubstanceGenerationCount);
}
}
}