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".
}
}
}