Merge remote-tracking branch 'upstream/stable' into ed-11-12-2024-upstream

# Conflicts:
#	Content.IntegrationTests/Tests/PostMapInitTest.cs
#	Content.Shared/Lock/LockSystem.cs
#	Resources/Maps/oasis.yml
#	Resources/Prototypes/Maps/Pools/default.yml
#	Resources/Prototypes/audio.yml
This commit is contained in:
Ed
2024-12-11 14:49:02 +03:00
298 changed files with 153553 additions and 9112 deletions

View File

@@ -134,13 +134,6 @@ public sealed class DrainSystem : SharedDrainSystem
}
drain.Accumulator -= drain.DrainFrequency;
// Disable ambient sound from emptying manually
if (!drain.AutoDrain)
{
_ambientSoundSystem.SetAmbience(uid, false);
continue;
}
if (!managerQuery.TryGetComponent(uid, out var manager))
continue;
@@ -160,41 +153,44 @@ public sealed class DrainSystem : SharedDrainSystem
// This will ensure that UnitsPerSecond is per second...
var amount = drain.UnitsPerSecond * drain.DrainFrequency;
_puddles.Clear();
_lookup.GetEntitiesInRange(Transform(uid).Coordinates, drain.Range, _puddles);
if (_puddles.Count == 0)
if (drain.AutoDrain)
{
_ambientSoundSystem.SetAmbience(uid, false);
continue;
}
_puddles.Clear();
_lookup.GetEntitiesInRange(Transform(uid).Coordinates, drain.Range, _puddles);
_ambientSoundSystem.SetAmbience(uid, true);
amount /= _puddles.Count;
foreach (var puddle in _puddles)
{
// Queue the solution deletion if it's empty. EvaporationSystem might also do this
// but queuedelete should be pretty safe.
if (!_solutionContainerSystem.ResolveSolution(puddle.Owner, puddle.Comp.SolutionName, ref puddle.Comp.Solution, out var puddleSolution))
if (_puddles.Count == 0)
{
EntityManager.QueueDeleteEntity(puddle);
_ambientSoundSystem.SetAmbience(uid, false);
continue;
}
// Removes the lowest of:
// the drain component's units per second adjusted for # of puddles
// the puddle's remaining volume (making it cleanly zero)
// the drain's remaining volume in its buffer.
var transferSolution = _solutionContainerSystem.SplitSolution(puddle.Comp.Solution.Value,
FixedPoint2.Min(FixedPoint2.New(amount), puddleSolution.Volume, drainSolution.AvailableVolume));
_ambientSoundSystem.SetAmbience(uid, true);
drainSolution.AddSolution(transferSolution, _prototypeManager);
amount /= _puddles.Count;
if (puddleSolution.Volume <= 0)
foreach (var puddle in _puddles)
{
QueueDel(puddle);
// Queue the solution deletion if it's empty. EvaporationSystem might also do this
// but queuedelete should be pretty safe.
if (!_solutionContainerSystem.ResolveSolution(puddle.Owner, puddle.Comp.SolutionName, ref puddle.Comp.Solution, out var puddleSolution))
{
EntityManager.QueueDeleteEntity(puddle);
continue;
}
// Removes the lowest of:
// the drain component's units per second adjusted for # of puddles
// the puddle's remaining volume (making it cleanly zero)
// the drain's remaining volume in its buffer.
var transferSolution = _solutionContainerSystem.SplitSolution(puddle.Comp.Solution.Value,
FixedPoint2.Min(FixedPoint2.New(amount), puddleSolution.Volume, drainSolution.AvailableVolume));
drainSolution.AddSolution(transferSolution, _prototypeManager);
if (puddleSolution.Volume <= 0)
{
QueueDel(puddle);
}
}
}