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- using Content.Shared.Chemistry.EntitySystems;
- using Robust.Shared.Containers;
- using Robust.Shared.GameStates;
- namespace Content.Shared.Chemistry.Components.SolutionManager;
- /// <summary>
- /// <para>A map of the solution entities contained within this entity.</para>
- /// <para>Every solution entity this maps should have a <see cref="SolutionComponent"/> to track its state and a <see cref="ContainedSolutionComponent"/> to track its container.</para>
- /// </summary>
- [RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
- [Access(typeof(SharedSolutionContainerSystem))]
- public sealed partial class SolutionContainerManagerComponent : Component
- {
- /// <summary>
- /// The default amount of space that will be allocated for solutions in solution containers.
- /// Most solution containers will only contain 1-2 solutions.
- /// </summary>
- public const int DefaultCapacity = 2;
- /// <summary>
- /// The names of each solution container attached to this entity.
- /// Actually accessing them must be done via <see cref="ContainerManagerComponent"/>.
- /// </summary>
- [DataField, AutoNetworkedField]
- public HashSet<string> Containers = new(DefaultCapacity);
- /// <summary>
- /// The set of solutions to load onto this entity during mapinit.
- /// </summary>
- /// <remarks>
- /// Should be null after mapinit.
- /// </remarks>
- [DataField, AutoNetworkedField]
- public Dictionary<string, Solution>? Solutions = null;
- }
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