Add puddles / reagent spills (#743)
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using System;
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using Content.Server.GameObjects.Components.Chemistry;
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using Content.Shared.Chemistry;
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using Content.Shared.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Server.GameObjects.Components.Fluids
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{
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[RegisterComponent]
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public class CanSpillComponent : Component
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{
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public override string Name => "CanSpill";
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// TODO: If the Owner doesn't have a SolutionComponent straight up just have this remove itself?
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/// <summary>
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/// Transfers solution from the held container to the target container.
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/// </summary>
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[Verb]
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private sealed class FillTargetVerb : Verb<CanSpillComponent>
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{
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protected override string GetText(IEntity user, CanSpillComponent component)
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{
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return "Spill liquid";
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}
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protected override VerbVisibility GetVisibility(IEntity user, CanSpillComponent component)
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{
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if (component.Owner.TryGetComponent(out SolutionComponent solutionComponent))
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{
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return solutionComponent.CurrentVolume > ReagentUnit.Zero ? VerbVisibility.Visible : VerbVisibility.Disabled;
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}
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return VerbVisibility.Invisible;
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}
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protected override void Activate(IEntity user, CanSpillComponent component)
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{
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var solutionComponent = component.Owner.GetComponent<SolutionComponent>();
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// Need this as when we split the component's owner may be deleted
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var entityLocation = component.Owner.Transform.GridPosition;
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var solution = solutionComponent.SplitSolution(solutionComponent.CurrentVolume);
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SpillHelper.SpillAt(entityLocation, solution, "PuddleSmear");
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}
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}
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}
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}
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