CatStation/Content.Shared/Chemistry/EntitySystems/ReactiveContainerSystem.cs
Princess Cheeseballs ef3a0ecc2a
Solutions Refactor Part 1 - Solution Prototypes (#43412)
* Everything except the YAML slop...

* She solution on my manager till I sajfslkahfsjakfhaskjfshajksafhfsakhfasjfas

* another 1000 lines

* fix chem dispenser size

* go my shnelf

* Implicit ass

* rider is being mean for some reason

* dasdas

* borger

* better formatting go!

* clothes/bloodstream

* Cartons

* cups and bottles

* mmm soder

* bar drinks

* Spray bottles and some size tweaks with hindsight

* 99 bottles of beer on the wall I hate YAML

* push that shit

* mmm burger

* Sneed

* sheets

* condiments

* mmm yummy

* fridge yummyfood

* meat...

* sub 300

* burger...

* bready

* let them eat cake

* does she know how to make a grilled cheese?

* pizza pie!

* misc shit

* soup or salad

* Food and drinks, vanquished

* the cubes!!!

* Almost free from YAML...

* fix test fails and some yaml issues

* fix prediction, almost done

* fix all test fails

* remove master merge artifacts and undo autonetworking

* review and compatibility

* graaah

* unfuck master merge I hate github

* merg conflicts

* sfsa

* ehoop

* sadas

* afsafsaasf

* merge conflicts

* fucked up the merge conflicts

* merge conflict is fucked I might need to completely redo this branch

* test fail

* no calcium????

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Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
2026-04-25 02:00:34 +00:00

59 lines
2.1 KiB
C#

using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.Reaction;
using Robust.Shared.Containers;
using Robust.Shared.Timing;
namespace Content.Shared.Chemistry.EntitySystems;
public sealed class ReactiveContainerSystem : EntitySystem
{
[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
[Dependency] private readonly ReactiveSystem _reactiveSystem = default!;
[Dependency] private readonly SharedSolutionContainerSystem _solutionContainerSystem = default!;
[Dependency] private readonly IGameTiming _timing = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ReactiveContainerComponent, EntInsertedIntoContainerMessage>(OnInserted);
SubscribeLocalEvent<ReactiveContainerComponent, SolutionChangedEvent>(OnSolutionChange);
}
private void OnInserted(EntityUid uid, ReactiveContainerComponent comp, EntInsertedIntoContainerMessage args)
{
// Only reactive entities can react with the solution
if (!HasComp<ReactiveComponent>(args.Entity))
return;
if (!_solutionContainerSystem.TryGetSolution(uid, comp.Solution, out _, out var solution))
return;
if (solution.Volume == 0)
return;
_reactiveSystem.DoEntityReaction(args.Entity, solution, ReactionMethod.Touch);
}
private void OnSolutionChange(EntityUid uid, ReactiveContainerComponent comp, SolutionChangedEvent args)
{
// The changes are already networked as part of the same game state.
if (_timing.ApplyingState)
return;
if (!_solutionContainerSystem.TryGetSolution(uid, comp.Solution, out _, out var solution))
return;
if (solution.Volume == 0)
return;
if (!_containerSystem.TryGetContainer(uid, comp.Container, out var container))
return;
foreach (var entity in container.ContainedEntities)
{
if (!HasComp<ReactiveComponent>(entity))
continue;
_reactiveSystem.DoEntityReaction(entity, solution, ReactionMethod.Touch);
}
}
}