* Transfer most Instrument UI logic to a new component, ActivatableUIComponent * Move more ActivatableUIComponent stuff to ECS * ActivatableUI component ignore on client * ActivatableUI: Get rid of component interfaces where possible * Add in adminOnly attribute for activatable UIs This is so that porting #4926 to this will be easier * Transition Solar Control Computer to ActivatableUI * Move communications console to ActivatableUI * Move cargo console to ActivatableUI * Move ID card console to ActivatableUI * ActivatableUI: Make things more amiable to entity tests adding components weirdly * ActivatableUI: Use handling or lack thereof of events properly * ActivatableUI: component dependency issue resolution stuffs * ActivatableUISystem: Fix #5258 * More fixes because master did stuffo * Check for HandDeselectedEvent again because otherwise active-hand check doesn't work * Move just a bit more code into the system, introduce a workaround for #5258 * Purge the player status detection stuff * Oh and some obsolete stuff too
38 lines
1.1 KiB
C#
38 lines
1.1 KiB
C#
using System.Linq;
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using Content.Server.Cleanable;
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using Content.Server.Coordinates.Helpers;
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using Content.Shared.Chemistry;
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using Content.Shared.Chemistry.Reaction;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.FixedPoint;
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using Robust.Shared.Map;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.Chemistry.TileReactions
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{
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[DataDefinition]
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public class CleanTileReaction : ITileReaction
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{
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FixedPoint2 ITileReaction.TileReact(TileRef tile, ReagentPrototype reagent, FixedPoint2 reactVolume)
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{
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var entities = tile.GetEntitiesInTileFast().ToArray();
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var amount = FixedPoint2.Zero;
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foreach (var entity in entities)
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{
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if (entity.TryGetComponent(out CleanableComponent? cleanable))
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{
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var next = amount + cleanable.CleanAmount;
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// Nothing left?
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if (reactVolume < next)
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break;
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amount = next;
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entity.QueueDelete();
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}
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}
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return amount;
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}
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}
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}
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