mirror of
https://github.com/DeltaV-Station/Delta-v.git
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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...
170 lines
7.2 KiB
C#
170 lines
7.2 KiB
C#
using Content.Server.Chemistry.Components;
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using Content.Shared.Chemistry;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Components.SolutionManager;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.FixedPoint;
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using Content.Shared.Physics;
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using Content.Shared.Throwing;
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using Content.Shared.Chemistry.EntitySystems;
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using JetBrains.Annotations;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Spawners;
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using System.Numerics;
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namespace Content.Server.Chemistry.EntitySystems
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{
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[UsedImplicitly]
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internal sealed class VaporSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _protoManager = default!;
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[Dependency] private readonly SharedMapSystem _map = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly SharedSolutionContainerSystem _solutionContainerSystem = default!;
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[Dependency] private readonly ThrowingSystem _throwing = default!;
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[Dependency] private readonly ReactiveSystem _reactive = default!;
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[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<VaporComponent, StartCollideEvent>(HandleCollide);
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}
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private void HandleCollide(Entity<VaporComponent> entity, ref StartCollideEvent args)
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{
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if (!TryComp(entity.Owner, out SolutionContainerManagerComponent? contents)) return;
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foreach (var (_, soln) in _solutionContainerSystem.EnumerateSolutions((entity.Owner, contents)))
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{
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var solution = soln.Comp.Solution;
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_reactive.DoEntityReaction(args.OtherEntity, solution, ReactionMethod.Touch);
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}
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// Check for collision with a impassable object (e.g. wall) and stop
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if ((args.OtherFixture.CollisionLayer & (int)CollisionGroup.Impassable) != 0 && args.OtherFixture.Hard)
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{
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QueueDel(entity);
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}
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}
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public void Start(Entity<VaporComponent> vapor,
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TransformComponent vaporXform,
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Vector2 dir,
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float speed,
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MapCoordinates target,
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float aliveTime,
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EntityUid? user = null)
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{
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vapor.Comp.Active = true;
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var despawn = EnsureComp<TimedDespawnComponent>(vapor);
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despawn.Lifetime = aliveTime;
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// Set Move
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if (TryComp(vapor, out PhysicsComponent? physics))
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{
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_physics.SetLinearDamping(vapor, physics, 0f);
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_physics.SetAngularDamping(vapor, physics, 0f);
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_throwing.TryThrow(vapor, dir, speed, user: user);
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var distance = (target.Position - _transformSystem.GetWorldPosition(vaporXform)).Length();
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var time = (distance / physics.LinearVelocity.Length());
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despawn.Lifetime = MathF.Min(aliveTime, time);
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}
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}
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internal bool TryAddSolution(Entity<VaporComponent> vapor, Solution solution)
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{
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if (solution.Volume == 0)
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{
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return false;
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}
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if (!_solutionContainerSystem.TryGetSolution(vapor.Owner,
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VaporComponent.SolutionName,
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out var vaporSolution))
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{
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return false;
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}
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return _solutionContainerSystem.TryAddSolution(vaporSolution.Value, solution);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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// Enumerate over all VaporComponents
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var query = EntityQueryEnumerator<VaporComponent, SolutionContainerManagerComponent, TransformComponent>();
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while (query.MoveNext(out var uid, out var vaporComp, out var container, out var xform))
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{
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// Return early if we're not active
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if (!vaporComp.Active)
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continue;
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// Get the current location of the vapor entity first
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if (TryComp(xform.GridUid, out MapGridComponent? gridComp))
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{
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var tile = _map.GetTileRef(xform.GridUid.Value, gridComp, xform.Coordinates);
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// Check if the tile is a tile we've reacted with previously. If so, skip it.
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// If we have no previous tile reference, we don't return so we can save one.
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if (vaporComp.PreviousTileRef != null && tile == vaporComp.PreviousTileRef)
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continue;
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// Enumerate over all the reagents in the vapor entity solution
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foreach (var (_, soln) in _solutionContainerSystem.EnumerateSolutions((uid, container)))
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{
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// Iterate over the reagents in the solution
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// Reason: Each reagent in our solution may have a unique TileReaction
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// In this instance, we check individually for each reagent's TileReaction
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// This is not doing chemical reactions!
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var contents = soln.Comp.Solution;
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foreach (var reagentQuantity in contents.Contents.ToArray())
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{
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// Check if the reagent is empty
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if (reagentQuantity.Quantity == FixedPoint2.Zero)
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continue;
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var reagent = _protoManager.Index<ReagentPrototype>(reagentQuantity.Reagent.Prototype);
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// Limit the reaction amount to a minimum value to ensure no floating point funnies.
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// Ex: A solution with a low percentage transfer amount will slowly approach 0.01... and never get deleted
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var clampedAmount = Math.Max(
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(float)reagentQuantity.Quantity * vaporComp.TransferAmountPercentage,
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vaporComp.MinimumTransferAmount);
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// Preform the reagent's TileReaction
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var reaction =
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reagent.ReactionTile(tile,
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clampedAmount,
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EntityManager,
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reagentQuantity.Reagent.Data);
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if (reaction > reagentQuantity.Quantity)
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reaction = reagentQuantity.Quantity;
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_solutionContainerSystem.RemoveReagent(soln, reagentQuantity.Reagent, reaction);
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}
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// Delete the vapor entity if it has no contents
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if (contents.Volume == 0)
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QueueDel(uid);
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}
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// Set the previous tile reference to the current tile
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vaporComp.PreviousTileRef = tile;
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}
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}
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}
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}
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}
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