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Fix eating the whole stack of uranium. (#41092)
* I hate stack system!!! * a lil bit of fixing, as a treat * humgry * mmm burger --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
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committed by
Vanessa
co-authored by
Princess Cheeseballs
parent
3901ea4d56
commit
de5bdbc2f4
@@ -31,7 +31,6 @@ public abstract partial class SharedStackSystem : EntitySystem
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] protected readonly SharedPopupSystem Popup = default!;
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[Dependency] private readonly SharedStorageSystem _storage = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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// TODO: These should be in the prototype.
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public static readonly int[] DefaultSplitAmounts = { 1, 5, 10, 20, 30, 50 };
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@@ -172,6 +171,9 @@ public abstract partial class SharedStackSystem : EntitySystem
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return;
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}
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// If we've made it this far, we should refresh the solution when this item is eaten provided it's not the last one in the stack!
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args.Refresh = eaten.Comp.Count > 1;
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/*
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Edible stacked items is near completely evil so we must choose one of the following:
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- Option 1: Eat the entire solution each bite and reduce the stack by 1.
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@@ -188,18 +190,7 @@ public abstract partial class SharedStackSystem : EntitySystem
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private void OnEaten(Entity<StackComponent> eaten, ref IngestedEvent args)
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{
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if (!TryUse(eaten.AsNullable(), 1))
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return;
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// We haven't eaten the whole stack yet or are unable to eat it completely.
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if (eaten.Comp.Count > 0)
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{
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args.Refresh = true;
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return;
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}
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// Here to tell the food system to do destroy stuff.
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args.Destroy = true;
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ReduceCount(eaten.AsNullable(), 1);
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}
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private void OnStackAlternativeInteract(Entity<StackComponent> ent, ref GetVerbsEvent<AlternativeVerb> args)
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