* Rename SolutionContainerCaps -> Capability * Move IExamine event to Chemistry System. * ECS the ISolutionChange into SolutionChangeEvent * Unify SolutionContainer into a single shared component * Replace ISolutionInteraction with SolutionContainerComponent * Move all methods from SolutionContainer to ChemistrySystem * Refactor EntitySystem calls to Dependencies * Refactor SolutionContainer to SolutionManager * Fix yamls * Fix test fails * Fix post merge issues * Fix various issues with SolutionManager * More fixes * Fix more components * Fix events not being directed * Fixes for Hypospray * Separate removal and iteration on Metabolism * Fix creampie problems * Address some of sloth's issues * Refactors for Systems * Refactored solution location * Fix tests * Address more sloth issues * Fix dependency * Fix merge conflicts * Add xmldocs for Capabilities components * Remove HasSolution/TryGetDefaultSolution and Add/Remove Drainable/Refillable * Replace Grindable/Juiceable with Extractable * Refactor field names * Fix Drainable * Fix some issues with spillable and injector * Fix issues with Grinder * Fix Beaker having duplicate solutions * Fix foaming * Address some MGS issues * Fix Uid issues * Fix errors in solution Tranfer * Fixed some extra values constant values * Cola is drinkable now
40 lines
1.6 KiB
C#
40 lines
1.6 KiB
C#
using Content.Shared.Chemistry.Reaction;
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using Content.Shared.Chemistry.Reagent;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Chemistry
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{
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[UsedImplicitly]
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public partial class ChemistrySystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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public void ReactionEntity(IEntity? entity, ReactionMethod method, string reagentId, ReagentUnit reactVolume,
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Components.Solution? source)
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{
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// We throw if the reagent specified doesn't exist.
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ReactionEntity(entity, method, _prototypeManager.Index<ReagentPrototype>(reagentId), reactVolume, source);
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}
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public void ReactionEntity(IEntity? entity, ReactionMethod method, ReagentPrototype reagent,
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ReagentUnit reactVolume, Components.Solution? source)
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{
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if (entity == null || entity.Deleted || !entity.TryGetComponent(out ReactiveComponent? reactive))
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return;
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foreach (var reaction in reactive.Reactions)
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{
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// If we have a source solution, use the reagent quantity we have left. Otherwise, use the reaction volume specified.
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reaction.React(method, entity, reagent, source?.GetReagentQuantity(reagent.ID) ?? reactVolume, source);
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// Make sure we still have enough reagent to go...
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if (source != null && !source.ContainsReagent(reagent.ID))
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break;
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}
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}
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}
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}
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