CatStation/Content.Shared/Chemistry/EntitySystems/SolutionRegenerationSystem.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

70 lines
2.7 KiB
C#

using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.Components.SolutionManager;
using Content.Shared.FixedPoint;
using Robust.Shared.Containers;
using Robust.Shared.Timing;
namespace Content.Shared.Chemistry.EntitySystems;
public sealed class SolutionRegenerationSystem : EntitySystem
{
[Dependency] private readonly SharedSolutionContainerSystem _solutionContainer = default!;
[Dependency] private readonly IGameTiming _timing = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SolutionRegenerationComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<SolutionRegenerationComponent, EntRemovedFromContainerMessage>(OnEntRemoved);
}
private void OnMapInit(Entity<SolutionRegenerationComponent> ent, ref MapInitEvent args)
{
ent.Comp.NextRegenTime = _timing.CurTime + ent.Comp.Duration;
Dirty(ent);
}
// Workaround for https://github.com/space-wizards/space-station-14/pull/35314
private void OnEntRemoved(Entity<SolutionRegenerationComponent> ent, ref EntRemovedFromContainerMessage args)
{
// Make sure the removed entity was our contained solution and clear our cached reference
if (args.Entity == ent.Comp.SolutionRef?.Owner)
ent.Comp.SolutionRef = null;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
// TODO: SolutionRegenerationComponent on Solution Entities!
var query = EntityQueryEnumerator<SolutionRegenerationComponent, SolutionManagerComponent>();
while (query.MoveNext(out var uid, out var regen, out var manager))
{
if (_timing.CurTime < regen.NextRegenTime)
continue;
// timer ignores if its full, it's just a fixed cycle
regen.NextRegenTime += regen.Duration;
// Needs to be networked and dirtied so that the client can reroll it during prediction
Dirty(uid, regen);
if (!_solutionContainer.ResolveSolution((uid, manager),
regen.SolutionName,
ref regen.SolutionRef,
out var solution))
continue;
var amount = FixedPoint2.Min(solution.AvailableVolume, regen.Generated.Volume);
if (amount <= FixedPoint2.Zero)
continue;
// Don't bother cloning and splitting if adding the whole thing
var generated = amount == regen.Generated.Volume
? regen.Generated
: regen.Generated.Clone().SplitSolution(amount);
_solutionContainer.TryAddSolution(regen.SolutionRef.Value, generated);
}
}
}