Un-Hardcode water evaporation & mopping behavior (#33399)
* Un-harcode slipperiness * Make it actually work * Prettyfy * Cleanup GetEvaporatingReagents * Fix mopping with space lube + wrong solutions in absorbance * Remove LINQ and rename parameters * Change evaporation speed to fixedpoint2 * Add evaporating speed functionality * Remove unused imports * Swap around reagent evaporation speed and puddle evaporation speed. --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
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@@ -1,4 +1,5 @@
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.FixedPoint;
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using Content.Shared.Fluids.Components;
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@@ -20,7 +21,7 @@ public sealed partial class PuddleSystem
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return;
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}
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if (solution.GetTotalPrototypeQuantity(EvaporationReagents) > FixedPoint2.Zero)
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if (solution.GetTotalPrototypeQuantity(GetEvaporatingReagents(solution)) > FixedPoint2.Zero)
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{
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var evaporation = AddComp<EvaporationComponent>(uid);
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evaporation.NextTick = _timing.CurTime + EvaporationCooldown;
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@@ -45,8 +46,11 @@ public sealed partial class PuddleSystem
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if (!_solutionContainerSystem.ResolveSolution(uid, puddle.SolutionName, ref puddle.Solution, out var puddleSolution))
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continue;
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var reagentTick = evaporation.EvaporationAmount * EvaporationCooldown.TotalSeconds;
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puddleSolution.SplitSolutionWithOnly(reagentTick, EvaporationReagents);
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foreach ((string evaporatingReagent, FixedPoint2 evaporatingSpeed) in GetEvaporationSpeeds(puddleSolution))
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{
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var reagentTick = evaporation.EvaporationAmount * EvaporationCooldown.TotalSeconds * evaporatingSpeed;
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puddleSolution.SplitSolutionWithOnly(reagentTick, evaporatingReagent);
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}
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// Despawn if we're done
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if (puddleSolution.Volume == FixedPoint2.Zero)
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