CatStation/Content.Shared/Chemistry/EntitySystems/SolutionPurgeSystem.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

50 lines
1.7 KiB
C#

using System.Linq;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.Components.SolutionManager;
using Robust.Shared.Timing;
namespace Content.Shared.Chemistry.EntitySystems;
public sealed class SolutionPurgeSystem : EntitySystem
{
[Dependency] private readonly SharedSolutionContainerSystem _solutionContainer = default!;
[Dependency] private readonly IGameTiming _timing = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SolutionPurgeComponent, MapInitEvent>(OnMapInit);
}
private void OnMapInit(Entity<SolutionPurgeComponent> ent, ref MapInitEvent args)
{
ent.Comp.NextPurgeTime = _timing.CurTime + ent.Comp.Duration;
Dirty(ent);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
// TODO: SolutionPurgeComponent on Solution Entities!
var query = EntityQueryEnumerator<SolutionPurgeComponent, SolutionManagerComponent>();
while (query.MoveNext(out var uid, out var purge, out var manager))
{
if (_timing.CurTime < purge.NextPurgeTime)
continue;
// timer ignores if it's empty, it's just a fixed cycle
purge.NextPurgeTime += purge.Duration;
// Needs to be networked and dirtied so that the client can reroll it during prediction
Dirty(uid, purge);
if (_solutionContainer.TryGetSolution((uid, manager), purge.Solution, out var solution))
{
_solutionContainer.SplitSolutionWithout(solution.Value,
purge.Quantity,
purge.Preserve.Select(proto => proto.Id).ToArray());
}
}
}
}