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crystall-punk-14/Content.Server/Chemistry/EntitySystems/SolutionRegenerationSystem.cs

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using Content.Server.Chemistry.Components;
using Content.Server.Chemistry.Components.SolutionManager;
using Robust.Shared.Timing;
namespace Content.Server.Chemistry.EntitySystems;
public sealed class SolutionRegenerationSystem : EntitySystem
{
[Dependency] private readonly SolutionContainerSystem _solutionContainer = default!;
[Dependency] private readonly IGameTiming _timing = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SolutionRegenerationComponent, EntityUnpausedEvent>(OnUnpaused);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<SolutionRegenerationComponent, SolutionContainerManagerComponent>();
while (query.MoveNext(out var uid, out var regen, out var manager))
{
if (_timing.CurTime < regen.NextRegenTime)
continue;
// timer ignores if its full, it's just a fixed cycle
regen.NextRegenTime = _timing.CurTime + regen.Duration;
if (_solutionContainer.TryGetSolution(uid, regen.Solution, out var solution, manager))
_solutionContainer.TryAddSolution(uid, solution, regen.Generated);
}
}
private void OnUnpaused(EntityUid uid, SolutionRegenerationComponent comp, ref EntityUnpausedEvent args)
{
comp.NextRegenTime += args.PausedTime;
}
}