Files
OldThink/Content.Server/Chemistry/TileReactions/CleanTileReaction.cs
20kdc f6d44be34f Activatable UI component (#5184)
* 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
2021-11-23 19:19:08 +01:00

38 lines
1.1 KiB
C#

using System.Linq;
using Content.Server.Cleanable;
using Content.Server.Coordinates.Helpers;
using Content.Shared.Chemistry;
using Content.Shared.Chemistry.Reaction;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.FixedPoint;
using Robust.Shared.Map;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.Chemistry.TileReactions
{
[DataDefinition]
public class CleanTileReaction : ITileReaction
{
FixedPoint2 ITileReaction.TileReact(TileRef tile, ReagentPrototype reagent, FixedPoint2 reactVolume)
{
var entities = tile.GetEntitiesInTileFast().ToArray();
var amount = FixedPoint2.Zero;
foreach (var entity in entities)
{
if (entity.TryGetComponent(out CleanableComponent? cleanable))
{
var next = amount + cleanable.CleanAmount;
// Nothing left?
if (reactVolume < next)
break;
amount = next;
entity.QueueDelete();
}
}
return amount;
}
}
}