Add puddles / reagent spills (#743)

This commit is contained in:
metalgearsloth
2020-04-22 04:23:12 +10:00
committed by GitHub
parent 1ba222142a
commit 60ce5b5089
53 changed files with 1143 additions and 13 deletions

View File

@@ -0,0 +1,47 @@
using Content.Server.GameObjects.Components.Fluids;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components.Transform;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.IoC;
using Robust.Shared.Map;
namespace Content.Server.GameObjects.EntitySystems
{
public class PuddleSystem : EntitySystem
{
public override void Initialize()
{
base.Initialize();
EntityQuery = new TypeEntityQuery(typeof(PuddleComponent));
var mapManager = IoCManager.Resolve<IMapManager>();
mapManager.TileChanged += HandleTileChanged;
}
public override void Shutdown()
{
base.Shutdown();
var mapManager = IoCManager.Resolve<IMapManager>();
mapManager.TileChanged -= HandleTileChanged;
}
private void HandleTileChanged(object sender, TileChangedEventArgs eventArgs)
{
// If this gets hammered you could probably queue up all the tile changes every tick but I doubt that would ever happen.
var entities = EntityManager.GetEntities(EntityQuery);
foreach (var entity in entities)
{
// If the tile becomes space then delete it (potentially change by design)
if (eventArgs.NewTile.GridIndex == entity.Transform.GridID &&
entity.TryGetComponent(out SnapGridComponent snapGridComponent) &&
snapGridComponent.Position == eventArgs.NewTile.GridIndices &&
eventArgs.NewTile.Tile.IsEmpty)
{
entity.Delete();
break; // Currently it's one puddle per tile, if that changes remove this
}
}
}
}
}