using Content.Shared.Chemistry.Reagent; using Robust.Shared.GameObjects; using Robust.Shared.Prototypes; using Robust.Shared.Serialization.Manager.Attributes; using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype; namespace Content.Server.Chemistry.ReactionEffects; [DataDefinition] public sealed class CreateEntityReactionEffect : ReagentEffect { /// /// What entity to create. /// [DataField("entity", required: true, customTypeSerializer: typeof(PrototypeIdSerializer))] public string Entity = default!; /// /// How many entities to create per unit reaction. /// [DataField("number")] public uint Number = 1; public override void Effect(ReagentEffectArgs args) { var transform = args.EntityManager.GetComponent(args.SolutionEntity); var quantity = Number * args.Quantity.Int(); for (var i = 0; i < quantity; i++) { args.EntityManager.SpawnEntity(Entity, transform.MapPosition); // TODO figure out how to spawn inside of containers // e.g. cheese: // if the user is holding a bowl milk & enzyme, should drop to floor, not attached to the user. // if reaction happens in a backpack, should insert cheese into backpack. // --> if it doesn't fit, iterate through parent storage until it attaches to the grid (again, DON'T attach to players). // if the reaction happens INSIDE a stomach? the bloodstream? I have no idea how to handle that. // presumably having cheese materialize inside of your blood would have "disadvantages". } } }