using System.Linq;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Fluids;
///
/// Mopping logic for interacting with puddle components.
///
public abstract class SharedAbsorbentSystem : EntitySystem
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnAbsorbentGetState);
SubscribeLocalEvent(OnAbsorbentHandleState);
}
private void OnAbsorbentHandleState(EntityUid uid, AbsorbentComponent component, ref ComponentHandleState args)
{
if (args.Current is not AbsorbentComponentState state)
return;
if (component.Progress.OrderBy(x => x.Key.ToArgb()).SequenceEqual(state.Progress))
return;
component.Progress.Clear();
foreach (var item in state.Progress)
{
component.Progress.Add(item.Key, item.Value);
}
}
private void OnAbsorbentGetState(EntityUid uid, AbsorbentComponent component, ref ComponentGetState args)
{
args.State = new AbsorbentComponentState(component.Progress);
}
[Serializable, NetSerializable]
protected sealed class AbsorbentComponentState : ComponentState
{
public Dictionary Progress;
public AbsorbentComponentState(Dictionary progress)
{
Progress = progress;
}
}
}