Files
Delta-v/Content.Server/Chemistry/EntitySystems/ChemMasterSystem.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146)

* Optimize sensor monitoring window graph drawing

* Add shared static Vector2 pool for all GraphView instances

* Address requested changes

* remove lock

* Update submodule to 264.0.0 (#38629)

* Toy/Plushie Inhands and Wearables (#38514)

* Fixed dependency injection and some other issues in a few places.

* More issue fixes

* patchfor broken NetworkConfiguratorLinkMenu (#38632)

fix

* Fix solutions flickering when transferring contents (#34838)

* Use Solution clones when applying SolutionComponent states

* Revert "Use Solution clones when applying SolutionComponent states"

This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62.

* Make Solution implement ICloneable and rename Clone method.

* Copy CanReact value when cloning a Solution

* Convert to IRobustCloneable

* Fix typos in guidebook: Buisness → Business (#38636)

* Fix typo in `MinorAntagonists.xml`

Buisness → Business

* Fix typo in `YourFirstCharacter.xml`

Buisness → Business

* Various Headphones Fixes and Tweaks (#38479)

* sprites, wearables

* neck

* icon-on sprite

* Cleanup prototype instantiation in `DamageTest` (#38639)

Cleanup prototype instantiation in DamageTest

* Cleanup prototype instantiation in `ExplosionSystem` (#38642)

Cleanup prototype instantiation in ExplosionSystem

* AddBodyPartCommand localization. (#38612)

commit

* fix ItemSlotsSystem debug assert (#38655)

* Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536)

* Added directional beacons (#38284)

* Added directional beacons

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Fixed names

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Power stat and nuke codes commands get some LEC love. (#38585)

* commit

* requested changes.

* Dsay Dirty and Follow commands converted to LEC and localized. (#38666)

* commit

* whoopwhoopwhoop

* Retro laser sprite fix (#38676)

* Fixed everything except the icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fixed icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fix water coolers (#38681)

* Monochromacy typo fix (#38686)

* fixes the typo

* Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Validate `CloningSettingsPrototype`s (#38688)

* Validate CloningSettingsPrototypes

* Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Check EventComponents too

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Add test of objective-related console commands (#36400)

* Add test of objective add/list/remove commands

* Not sure why we're validating test prototypes, but sure

* We don't need a map

* Improvements and fixups for New Status Effect API (#38660)

* Predict healing and bloodstream (#38690)

* initial commit

* reapply 38126

* fix rootable

* someone missed an important minus sign here

* try this

* fix

* fix

* reenable crit hits

* cleanup

* fix status time dirtying

* fix

* camelCase

* Healing and bloodstream prediction fixes.

* Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661)

* Resolving Wizard Recall on Nuke disk making it impossible to disarm
- Adding a DisarmBomb case to nuke status update loop
- Changing a few methods and parameters to properly follow formatting standards
- Updating some names to follow camelCase

* Updating missed tag

* Reverting DataField change

Should prevent this preventative bugfix being a breaking change.

* Switch HSV to the default colorspace for character customization (#38434)

* Made HSV default for character editor

* Adds/fixes comments to HSV defaulting

* Added dropbox fix, potentially cursed

* Revert "Added dropbox fix, potentially cursed"

This reverts commit a709883366fbee813e839742125e70844672af29.

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Fix: Don't deploy foldables when clicking on items inside containers (#38709)

* Fix

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Pressure Relief Valve (#36708)

* initial system (this math is probably WRONG)

* General code cleanup and OnExamined support
(holy moly this code sucks)

* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...

* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.

* Remove one TODO for unshitcoding the examine code

* Add reminder
yea

* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)

* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.

* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields

* Implement DirtyField prediction

* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.

Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.

* More cleanup and comments

* Remove TODO comment on bulldozing window title

* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).

* Add visuals

* Revert debugging variable replacememt
yea

* Revert skissue

* Remove unused using directives and remove TODO

* Localize, cleanup, document

* Fix adminlogging discrepancy

* Add ability to construct, add guidebook entry

* Clear up comment

* Add guidebook tooltip to valve

* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor

* Adds more input handling and adds autofill on open

* Un-deepfry input validator shitcode
Genuinely what was I smoking

* improve visuals logic

* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs

* I'm sorry but I hate warnings

* Remove unused using directive in AtmosphereSystem.Gases.cs

* Review and cleanup

* Lukewarm UI glossup

* Maintainer for the upstream project btw

* Remove redundant state sets and messy logic

* Unduplicate valve updater code

* Redo UI (im sorry Slarti)

* run tests

* Test refactored UI messaging

* Second round of UI improvements
- God please find a way to improve this system. Feels bad.

* Update loop implementation

* Further predict UI

* Clear up SetToCurrentThreshold

* cleanup

* Update to master + pipe layers and bug fixes
want to run tests

* fixes

* Deploy rename pipebomb

* Documentation and requested changes

* Rename the method that wiggled away

* Undo rounding changes

* Fix comment

* Rename and cleanup

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Fix TextLinkTag (#32203)

* Adjust uplink buy button to be under item icon (#38596)

* Adjusted uplink buy button to be under item icon

* Put the discount subtext under the icon

* Indent fixes, added margin

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Scurrets - Audio Improvements (#38482)

* Scurret audio tuning

* Add new sfx

* Update sneezing sfx

* YAML support

* Rename a folder

* make telesci wreck easier (#37569)

rel

* Validate `ShaderPrototype` IDs (#38728)

* Convert all shader prototype string literals to protoids in overlays

* Convert more shader prototype literal strings to protoids

* Convert ValidatePrototypeId to ProtoId

* Later

* [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664)

* fixed

* clean up

* orks fix smart

* review fix 1

* more requested changes

* less cursed

* more descriptive description

* better wording

* Tiny Tiny Cleanup of the EyeClosingSystem. (#38734)

Update EyeClosingSystem.cs

* Fix human skin tone distribution (#38701)

* fix: Use PredictedQueueDel for gib spell (#38729)

* fix: don't default to uncharged sprite state for cells (#38730)

* Fix Hristov description - remove inaccurate technical specs (#38746)

- Removes inaccurate 'armor piercing 14.5mm shells' reference
- Replaces it with a more funny description, matching the style of the other snipers and guns
- Keeps ammunition type '.60 anti-materiel ammo' specification
- Fixes issue #38590

Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br>

* feat: allow mopping evaporating puddles (#38743)

* Validate remaining `ProtoId` strings (#38747)

Validate remaining ProtoId strings

* Validate `ProtoId`s in tests (#38745)

* Convert string literals to protoids in Content.Tests

* Convert string literals to protoids or consts in Content.IntegrationTests

* Fix linter failures
Tricksy static using misled me

* Cleanup warning in StomachSystem (#38748)

you did not see this

* Vox scars (#38592)

* Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl

* Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl"

This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15.

* locale key fix

* Changed top surgery scar names to be more generalized

* Adjusted face scars

* Formatting fixes

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* UnlockNode command to LEC. (#38751)

* commit

* Update UnlockNodeCommand.cs

* commit

* move command locale to its own file.

* Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Typofixes for figurine dialogue (#38737)

* Typofixes for figurine dialogue

* Forgot two

* Janitor Tool: Wire Brush (#38667)

* Wow! It's -brush-

* spacing.

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* fixed changes

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Minor escape menu UX improvements (#38650)

* fix: spellbooks can have infinite charges (#38376)

* fix: spellbooks can have infinite charges

* refactor: indicate infinite spellbook charges with null

Not sure if I like this much better...
2025-11-06 18:22:39 +00:00

338 lines
15 KiB
C#

using Content.Server.Chemistry.Components;
using Content.Server.Popups;
using Content.Server.Storage.EntitySystems;
using Content.Shared.Administration.Logs;
using Content.Shared.Chemistry;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.EntitySystems;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.Containers.ItemSlots;
using Content.Shared.Database;
using Content.Shared.FixedPoint;
using Content.Shared.Labels.EntitySystems;
using Content.Shared.Storage;
using JetBrains.Annotations;
using Robust.Server.Audio;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Containers;
using Robust.Shared.Prototypes;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
namespace Content.Server.Chemistry.EntitySystems
{
/// <summary>
/// Contains all the server-side logic for ChemMasters.
/// <seealso cref="ChemMasterComponent"/>
/// </summary>
[UsedImplicitly]
public sealed class ChemMasterSystem : EntitySystem
{
[Dependency] private readonly PopupSystem _popupSystem = default!;
[Dependency] private readonly AudioSystem _audioSystem = default!;
[Dependency] private readonly SharedSolutionContainerSystem _solutionContainerSystem = default!;
[Dependency] private readonly ItemSlotsSystem _itemSlotsSystem = default!;
[Dependency] private readonly UserInterfaceSystem _userInterfaceSystem = default!;
[Dependency] private readonly StorageSystem _storageSystem = default!;
[Dependency] private readonly LabelSystem _labelSystem = default!;
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
private static readonly EntProtoId PillPrototypeId = "Pill";
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ChemMasterComponent, ComponentStartup>(SubscribeUpdateUiState);
SubscribeLocalEvent<ChemMasterComponent, SolutionContainerChangedEvent>(SubscribeUpdateUiState);
SubscribeLocalEvent<ChemMasterComponent, EntInsertedIntoContainerMessage>(SubscribeUpdateUiState);
SubscribeLocalEvent<ChemMasterComponent, EntRemovedFromContainerMessage>(SubscribeUpdateUiState);
SubscribeLocalEvent<ChemMasterComponent, BoundUIOpenedEvent>(SubscribeUpdateUiState);
//SubscribeLocalEvent<ChemMasterComponent, ChemMasterSetModeMessage>(OnSetModeMessage); // DeltaV - removed discarding
SubscribeLocalEvent<ChemMasterComponent, ChemMasterSortingTypeCycleMessage>(OnCycleSortingTypeMessage);
SubscribeLocalEvent<ChemMasterComponent, ChemMasterSetPillTypeMessage>(OnSetPillTypeMessage);
SubscribeLocalEvent<ChemMasterComponent, ChemMasterReagentAmountButtonMessage>(OnReagentButtonMessage);
SubscribeLocalEvent<ChemMasterComponent, ChemMasterCreatePillsMessage>(OnCreatePillsMessage);
SubscribeLocalEvent<ChemMasterComponent, ChemMasterOutputToBottleMessage>(OnOutputToBottleMessage);
}
private void SubscribeUpdateUiState<T>(Entity<ChemMasterComponent> ent, ref T ev)
{
UpdateUiState(ent);
}
private void UpdateUiState(Entity<ChemMasterComponent> ent, bool updateLabel = false)
{
var (owner, chemMaster) = ent;
if (!_solutionContainerSystem.TryGetSolution(owner, SharedChemMaster.BufferSolutionName, out _, out var bufferSolution))
return;
var inputContainer = _itemSlotsSystem.GetItemOrNull(owner, SharedChemMaster.InputSlotName);
var outputContainer = _itemSlotsSystem.GetItemOrNull(owner, SharedChemMaster.OutputSlotName);
var bufferReagents = bufferSolution.Contents;
var bufferCurrentVolume = bufferSolution.Volume;
var state = new ChemMasterBoundUserInterfaceState(
chemMaster.SortingType, BuildInputContainerInfo(inputContainer), BuildOutputContainerInfo(outputContainer), // DeltaV - removed mode
bufferReagents, bufferCurrentVolume, chemMaster.PillType, chemMaster.PillDosageLimit, updateLabel);
_userInterfaceSystem.SetUiState(owner, ChemMasterUiKey.Key, state);
}
/* DeltaV - removed discarding
private void OnSetModeMessage(Entity<ChemMasterComponent> chemMaster, ref ChemMasterSetModeMessage message)
{
// Ensure the mode is valid, either Transfer or Discard.
if (!Enum.IsDefined(typeof(ChemMasterMode), message.ChemMasterMode))
return;
chemMaster.Comp.Mode = message.ChemMasterMode;
UpdateUiState(chemMaster);
ClickSound(chemMaster);
} */
private void OnCycleSortingTypeMessage(Entity<ChemMasterComponent> chemMaster, ref ChemMasterSortingTypeCycleMessage message)
{
chemMaster.Comp.SortingType++;
if (chemMaster.Comp.SortingType > ChemMasterSortingType.Latest)
chemMaster.Comp.SortingType = ChemMasterSortingType.None;
UpdateUiState(chemMaster);
ClickSound(chemMaster);
}
private void OnSetPillTypeMessage(Entity<ChemMasterComponent> chemMaster, ref ChemMasterSetPillTypeMessage message)
{
// Ensure valid pill type. There are 20 pills selectable, 0-19.
if (message.PillType > SharedChemMaster.PillTypes - 1)
return;
chemMaster.Comp.PillType = message.PillType;
UpdateUiState(chemMaster);
ClickSound(chemMaster);
}
private void OnReagentButtonMessage(Entity<ChemMasterComponent> chemMaster, ref ChemMasterReagentAmountButtonMessage message)
{
// Ensure the amount corresponds to one of the reagent amount buttons.
if (!Enum.IsDefined(typeof(ChemMasterReagentAmount), message.Amount))
return;
TransferReagents(chemMaster, message.ReagentId, message.Amount.GetFixedPoint(), message.FromBuffer);
ClickSound(chemMaster);
}
private void TransferReagents(Entity<ChemMasterComponent> chemMaster, ReagentId id, FixedPoint2 amount, bool fromBuffer)
{
var container = _itemSlotsSystem.GetItemOrNull(chemMaster, SharedChemMaster.InputSlotName);
if (container is null ||
!_solutionContainerSystem.TryGetFitsInDispenser(container.Value, out var containerSoln, out var containerSolution) ||
!_solutionContainerSystem.TryGetSolution(chemMaster.Owner, SharedChemMaster.BufferSolutionName, out _, out var bufferSolution))
{
return;
}
if (fromBuffer) // Buffer to container
{
amount = FixedPoint2.Min(amount, containerSolution.AvailableVolume);
amount = bufferSolution.RemoveReagent(id, amount, preserveOrder: true);
_solutionContainerSystem.TryAddReagent(containerSoln.Value, id, amount, out var _);
}
else // Container to buffer
{
amount = FixedPoint2.Min(amount, containerSolution.GetReagentQuantity(id));
_solutionContainerSystem.RemoveReagent(containerSoln.Value, id, amount);
bufferSolution.AddReagent(id, amount);
}
UpdateUiState(chemMaster, updateLabel: true);
}
private void OnCreatePillsMessage(Entity<ChemMasterComponent> chemMaster, ref ChemMasterCreatePillsMessage message)
{
var user = message.Actor;
var maybeContainer = _itemSlotsSystem.GetItemOrNull(chemMaster, SharedChemMaster.OutputSlotName);
if (maybeContainer is not { Valid: true } container
|| !TryComp(container, out StorageComponent? storage))
{
return; // output can't fit pills
}
// Ensure the number is valid.
if (message.Number == 0 || !_storageSystem.HasSpace((container, storage)))
return;
// Ensure the amount is valid.
if (message.Dosage == 0 || message.Dosage > chemMaster.Comp.PillDosageLimit)
return;
// Ensure label length is within the character limit.
if (message.Label.Length > SharedChemMaster.LabelMaxLength)
return;
var needed = message.Dosage * message.Number;
if (!WithdrawFromBuffer(chemMaster, needed, user, out var withdrawal))
return;
_labelSystem.Label(container, message.Label);
for (var i = 0; i < message.Number; i++)
{
var item = Spawn(PillPrototypeId, Transform(container).Coordinates);
_storageSystem.Insert(container, item, out _, user: user, storage);
_labelSystem.Label(item, message.Label);
_solutionContainerSystem.EnsureSolutionEntity(item, SharedChemMaster.PillSolutionName,out var itemSolution ,message.Dosage);
if (!itemSolution.HasValue)
return;
_solutionContainerSystem.TryAddSolution(itemSolution.Value, withdrawal.SplitSolution(message.Dosage));
var pill = EnsureComp<PillComponent>(item);
pill.PillType = chemMaster.Comp.PillType;
Dirty(item, pill);
// Log pill creation by a user
_adminLogger.Add(LogType.Action, LogImpact.Low,
$"{ToPrettyString(user):user} printed {ToPrettyString(item):pill} {SharedSolutionContainerSystem.ToPrettyString(itemSolution.Value.Comp.Solution)}");
}
UpdateUiState(chemMaster);
ClickSound(chemMaster);
}
private void OnOutputToBottleMessage(Entity<ChemMasterComponent> chemMaster, ref ChemMasterOutputToBottleMessage message)
{
var user = message.Actor;
var maybeContainer = _itemSlotsSystem.GetItemOrNull(chemMaster, SharedChemMaster.OutputSlotName);
if (maybeContainer is not { Valid: true } container
|| !_solutionContainerSystem.TryGetSolution(container, SharedChemMaster.BottleSolutionName, out var soln, out var solution))
{
return; // output can't fit reagents
}
// Ensure the amount is valid.
if (message.Dosage == 0 || message.Dosage > solution.AvailableVolume)
return;
// Ensure label length is within the character limit.
if (message.Label.Length > SharedChemMaster.LabelMaxLength)
return;
if (!WithdrawFromBuffer(chemMaster, message.Dosage, user, out var withdrawal))
return;
_labelSystem.Label(container, message.Label);
_solutionContainerSystem.TryAddSolution(soln.Value, withdrawal);
// Log bottle creation by a user
_adminLogger.Add(LogType.Action, LogImpact.Low,
$"{ToPrettyString(user):user} bottled {ToPrettyString(container):bottle} {SharedSolutionContainerSystem.ToPrettyString(solution)}");
UpdateUiState(chemMaster);
ClickSound(chemMaster);
}
private bool WithdrawFromBuffer(
Entity<ChemMasterComponent> chemMaster,
FixedPoint2 neededVolume, EntityUid? user,
[NotNullWhen(returnValue: true)] out Solution? outputSolution)
{
outputSolution = null;
/* DeltaV - use beaker slot instead of buffer
if (!_solutionContainerSystem.TryGetSolution(chemMaster.Owner, SharedChemMaster.BufferSolutionName, out _, out var solution))
{
return false;
}
*/
// Begin DeltaV Additions - Use beaker slot instead of buffer
var container = _itemSlotsSystem.GetItemOrNull(chemMaster, SharedChemMaster.InputSlotName);
if (container is null ||
!_solutionContainerSystem.TryGetFitsInDispenser(container.Value, out var containerSoln, out var solution))
{
return false;
}
// End DeltaV Additions
if (solution.Volume == 0)
{
if (user.HasValue)
_popupSystem.PopupCursor(Loc.GetString("chem-master-window-buffer-empty-text"), user.Value);
return false;
}
// ReSharper disable once InvertIf
if (neededVolume > solution.Volume)
{
if (user.HasValue)
_popupSystem.PopupCursor(Loc.GetString("chem-master-window-buffer-low-text"), user.Value);
return false;
}
outputSolution = solution.SplitSolution(neededVolume);
_solutionContainerSystem.UpdateChemicals(containerSoln.Value); // DeltaV
return true;
}
private void ClickSound(Entity<ChemMasterComponent> chemMaster)
{
_audioSystem.PlayPvs(chemMaster.Comp.ClickSound, chemMaster, AudioParams.Default.WithVolume(-2f));
}
private ContainerInfo? BuildInputContainerInfo(EntityUid? container)
{
if (container is not { Valid: true })
return null;
if (!TryComp(container, out FitsInDispenserComponent? fits)
|| !_solutionContainerSystem.TryGetSolution(container.Value, fits.Solution, out _, out var solution))
{
return null;
}
return BuildContainerInfo(Name(container.Value), solution);
}
private ContainerInfo? BuildOutputContainerInfo(EntityUid? container)
{
if (container is not { Valid: true })
return null;
var name = Name(container.Value);
{
if (_solutionContainerSystem.TryGetSolution(
container.Value, SharedChemMaster.BottleSolutionName, out _, out var solution))
{
return BuildContainerInfo(name, solution);
}
}
if (!TryComp(container, out StorageComponent? storage))
return null;
var pills = storage.Container.ContainedEntities.Select((Func<EntityUid, (string, FixedPoint2 quantity)>) (pill =>
{
_solutionContainerSystem.TryGetSolution(pill, SharedChemMaster.PillSolutionName, out _, out var solution);
var quantity = solution?.Volume ?? FixedPoint2.Zero;
return (Name(pill), quantity);
})).ToList();
return new ContainerInfo(name, _storageSystem.GetCumulativeItemAreas((container.Value, storage)), storage.Grid.GetArea())
{
Entities = pills
};
}
private static ContainerInfo BuildContainerInfo(string name, Solution solution)
{
return new ContainerInfo(name, solution.Volume, solution.MaxVolume)
{
Reagents = solution.Contents
};
}
}
}