using Content.Server.Chemistry.EntitySystems;
using Content.Server.Fluids.Components;
using Content.Server.Fluids.EntitySystems;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.Destructible.Thresholds.Behaviors
{
[UsedImplicitly]
[DataDefinition]
public sealed class SpillBehavior : IThresholdBehavior
{
[DataField("solution")]
public string? Solution;
///
/// If there is a SpillableComponent on EntityUidowner use it to create a puddle/smear.
/// Or whatever solution is specified in the behavior itself.
/// If none are available do nothing.
///
/// Entity on which behavior is executed
/// system calling the behavior
public void Execute(EntityUid owner, DestructibleSystem system)
{
var solutionContainerSystem = EntitySystem.Get();
var spillableSystem = EntitySystem.Get();
var coordinates = system.EntityManager.GetComponent(owner).Coordinates;
if (system.EntityManager.TryGetComponent(owner, out SpillableComponent? spillableComponent) &&
solutionContainerSystem.TryGetSolution(owner, spillableComponent.SolutionName,
out var compSolution))
{
spillableSystem.SpillAt(compSolution, coordinates, "PuddleSmear", false);
}
else if (Solution != null &&
solutionContainerSystem.TryGetSolution(owner, Solution, out var behaviorSolution))
{
spillableSystem.SpillAt(behaviorSolution, coordinates, "PuddleSmear");
}
}
}
}