Change all of body system to use entities and components (#2074)
* Early commit * Early commit 2 * merging master broke my git * does anyone even read these * life is fleeting * it just works * this time passing integration tests * Remove hashset yaml serialization for now * You got a license for those nullables? * No examine, no context menu, part and mechanism parenting and visibility * Fix wrong brain sprite state * Removing layers was a mistake * just tear body system a new one and see if it still breathes * Remove redundant code * Add that comment back * Separate damage and body, component states, stomach rework * Add containers for body parts * Bring layers back pls * Fix parts magically changing color * Reimplement sprite layer visibility * Fix tests * Add leg test * Active legs is gone Crab rave * Merge fixes, rename DamageState to CurrentState * Remove IShowContextMenu and ICanExamine
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@@ -27,6 +27,7 @@ namespace Content.Server.GameObjects.Components.Chemistry
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/// ECS component that manages a liquid solution of reagents.
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/// </summary>
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[RegisterComponent]
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[ComponentReference(typeof(SharedSolutionContainerComponent))]
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public class SolutionContainerComponent : SharedSolutionContainerComponent, IExamine
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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@@ -42,42 +43,12 @@ namespace Content.Server.GameObjects.Components.Chemistry
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private ChemistrySystem _chemistrySystem;
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private SpriteComponent _spriteComponent;
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/// <summary>
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/// The total volume of all the of the reagents in the container.
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/// </summary>
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[ViewVariables]
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public ReagentUnit CurrentVolume => Solution.TotalVolume;
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/// <summary>
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/// The volume without reagents remaining in the container.
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/// </summary>
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[ViewVariables]
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public ReagentUnit EmptyVolume => MaxVolume - CurrentVolume;
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/// <summary>
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/// The current blended color of all the reagents in the container.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public Color SubstanceColor { get; private set; }
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/// <summary>
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/// The current capabilities of this container (is the top open to pour? can I inject it into another object?).
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public SolutionContainerCaps Capabilities { get; set; }
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/// <summary>
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/// The contained solution.
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/// </summary>
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[ViewVariables]
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public Solution Solution { get; set; }
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/// <summary>
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/// The maximum volume of the container.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public ReagentUnit MaxVolume { get; set; }
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public IReadOnlyList<Solution.ReagentQuantity> ReagentList => Solution.Contents;
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public bool CanExamineContents => (Capabilities & SolutionContainerCaps.NoExamine) == 0;
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public bool CanUseWithChemDispenser => (Capabilities & SolutionContainerCaps.FitsInDispenser) != 0;
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@@ -124,7 +95,7 @@ namespace Content.Server.GameObjects.Components.Chemistry
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OnSolutionChanged(false);
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}
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public bool TryRemoveReagent(string reagentId, ReagentUnit quantity)
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public override bool TryRemoveReagent(string reagentId, ReagentUnit quantity)
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{
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if (!ContainsReagent(reagentId, out var currentQuantity))
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{
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@@ -393,12 +364,12 @@ namespace Content.Server.GameObjects.Components.Chemistry
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return true;
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}
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public bool CanAddSolution(Solution solution)
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public override bool CanAddSolution(Solution solution)
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{
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return solution.TotalVolume <= (MaxVolume - Solution.TotalVolume);
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}
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public bool TryAddSolution(Solution solution, bool skipReactionCheck = false, bool skipColor = false)
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public override bool TryAddSolution(Solution solution, bool skipReactionCheck = false, bool skipColor = false)
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{
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if (!CanAddSolution(solution))
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return false;
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