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* 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...
159 lines
7.1 KiB
C#
159 lines
7.1 KiB
C#
using Content.Server.Body.Systems;
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using Content.Server.Chemistry.Components;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Body.Components;
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using Content.Shared.Chemistry.Events;
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using Content.Shared.Inventory;
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using Content.Shared.Popups;
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using Content.Shared.Projectiles;
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using Content.Shared.Tag;
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using Content.Shared.Weapons.Melee.Events;
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using Robust.Shared.Collections;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Chemistry.EntitySystems;
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/// <summary>
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/// System for handling the different inheritors of <see cref="BaseSolutionInjectOnEventComponent"/>.
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/// Subscribes to relevent events and performs solution injections when they are raised.
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/// </summary>
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public sealed class SolutionInjectOnCollideSystem : EntitySystem
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{
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[Dependency] private readonly BloodstreamSystem _bloodstream = default!;
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[Dependency] private readonly InventorySystem _inventory = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedSolutionContainerSystem _solutionContainer = default!;
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[Dependency] private readonly TagSystem _tag = default!;
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private static readonly ProtoId<TagPrototype> HardsuitTag = "Hardsuit";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SolutionInjectOnProjectileHitComponent, ProjectileHitEvent>(HandleProjectileHit);
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SubscribeLocalEvent<SolutionInjectOnEmbedComponent, EmbedEvent>(HandleEmbed);
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SubscribeLocalEvent<MeleeChemicalInjectorComponent, MeleeHitEvent>(HandleMeleeHit);
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SubscribeLocalEvent<SolutionInjectWhileEmbeddedComponent, InjectOverTimeEvent>(OnInjectOverTime);
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}
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private void HandleProjectileHit(Entity<SolutionInjectOnProjectileHitComponent> entity, ref ProjectileHitEvent args)
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{
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DoInjection((entity.Owner, entity.Comp), args.Target, args.Shooter);
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}
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private void HandleEmbed(Entity<SolutionInjectOnEmbedComponent> entity, ref EmbedEvent args)
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{
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DoInjection((entity.Owner, entity.Comp), args.Embedded, args.Shooter);
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}
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private void HandleMeleeHit(Entity<MeleeChemicalInjectorComponent> entity, ref MeleeHitEvent args)
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{
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// MeleeHitEvent is weird, so we have to filter to make sure we actually
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// hit something and aren't just examining the weapon.
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if (args.IsHit)
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TryInjectTargets((entity.Owner, entity.Comp), args.HitEntities, args.User);
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}
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private void OnInjectOverTime(Entity<SolutionInjectWhileEmbeddedComponent> entity, ref InjectOverTimeEvent args)
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{
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DoInjection((entity.Owner, entity.Comp), args.EmbeddedIntoUid);
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}
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private void DoInjection(Entity<BaseSolutionInjectOnEventComponent> injectorEntity, EntityUid target, EntityUid? source = null)
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{
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TryInjectTargets(injectorEntity, [target], source);
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}
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/// <summary>
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/// Filters <paramref name="targets"/> for valid targets and tries to inject a portion of <see cref="BaseSolutionInjectOnEventComponent.Solution"/> into
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/// each valid target's bloodstream.
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/// </summary>
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/// <remarks>
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/// Targets are invalid if any of the following are true:
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/// <list type="bullet">
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/// <item>The target does not have a bloodstream.</item>
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/// <item><see cref="BaseSolutionInjectOnEventComponent.PierceArmor"/> is false and the target is wearing a hardsuit.</item>
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/// <item><see cref="BaseSolutionInjectOnEventComponent.BlockSlots"/> is not NONE and the target has an item equipped in any of the specified slots.</item>
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/// </list>
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/// </remarks>
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/// <returns>true if at least one target was successfully injected, otherwise false</returns>
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private bool TryInjectTargets(Entity<BaseSolutionInjectOnEventComponent> injector, IReadOnlyList<EntityUid> targets, EntityUid? source = null)
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{
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// Make sure we have at least one target
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if (targets.Count == 0)
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return false;
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// Get the solution to inject
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if (!_solutionContainer.TryGetSolution(injector.Owner, injector.Comp.Solution, out var injectorSolution))
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return false;
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// Build a list of bloodstreams to inject into
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var targetBloodstreams = new ValueList<Entity<BloodstreamComponent>>();
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foreach (var target in targets)
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{
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if (Deleted(target))
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continue;
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// Yuck, this is way to hardcodey for my tastes
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// TODO blocking injection with a hardsuit should probably done with a cancellable event or something
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if (!injector.Comp.PierceArmor && _inventory.TryGetSlotEntity(target, "outerClothing", out var suit) && _tag.HasTag(suit.Value, HardsuitTag))
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{
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// Only show popup to attacker
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if (source != null)
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_popup.PopupEntity(Loc.GetString(injector.Comp.BlockedByHardsuitPopupMessage, ("weapon", injector.Owner), ("target", target)), target, source.Value, PopupType.SmallCaution);
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continue;
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}
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// Check if the target has anything equipped in a slot that would block injection
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if (injector.Comp.BlockSlots != SlotFlags.NONE)
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{
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var blocked = false;
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var containerEnumerator = _inventory.GetSlotEnumerator(target, injector.Comp.BlockSlots);
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while (containerEnumerator.MoveNext(out var container))
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{
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if (container.ContainedEntity != null)
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{
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blocked = true;
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break;
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}
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}
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if (blocked)
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continue;
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}
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// Make sure the target has a bloodstream
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if (!TryComp<BloodstreamComponent>(target, out var bloodstream))
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continue;
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// Checks passed; add this target's bloodstream to the list
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targetBloodstreams.Add((target, bloodstream));
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}
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// Make sure we got at least one bloodstream
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if (targetBloodstreams.Count == 0)
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return false;
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// Extract total needed solution from the injector
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var removedSolution = _solutionContainer.SplitSolution(injectorSolution.Value, injector.Comp.TransferAmount * targetBloodstreams.Count);
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// Adjust solution amount based on transfer efficiency
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var solutionToInject = removedSolution.SplitSolution(removedSolution.Volume * injector.Comp.TransferEfficiency);
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// Calculate how much of the adjusted solution each target will get
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var volumePerBloodstream = solutionToInject.Volume * (1f / targetBloodstreams.Count);
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var anySuccess = false;
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foreach (var targetBloodstream in targetBloodstreams)
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{
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// Take our portion of the adjusted solution for this target
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var individualInjection = solutionToInject.SplitSolution(volumePerBloodstream);
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// Inject our portion into the target's bloodstream
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if (_bloodstream.TryAddToChemicals(targetBloodstream.AsNullable(), individualInjection))
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anySuccess = true;
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}
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// Huzzah!
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return anySuccess;
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}
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}
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