using Content.Shared.EntityEffects;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Server.EntityEffects.Effects;
[DataDefinition]
public sealed partial class CreateEntityReactionEffect : EntityEffect
{
///
/// What entity to create.
///
[DataField(required: true, customTypeSerializer: typeof(PrototypeIdSerializer))]
public string Entity = default!;
///
/// How many entities to create per unit reaction.
///
[DataField]
public uint Number = 1;
protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
=> Loc.GetString("reagent-effect-guidebook-create-entity-reaction-effect",
("chance", Probability),
("entname", IoCManager.Resolve().Index(Entity).Name),
("amount", Number));
public override void Effect(EntityEffectBaseArgs args)
{
var transform = args.EntityManager.GetComponent(args.TargetEntity);
var transformSystem = args.EntityManager.System();
var quantity = (int)Number;
if (args is EntityEffectReagentArgs reagentArgs)
quantity *= reagentArgs.Quantity.Int();
for (var i = 0; i < quantity; i++)
{
var uid = args.EntityManager.SpawnEntity(Entity, transformSystem.GetMapCoordinates(args.TargetEntity, xform: transform));
transformSystem.AttachToGridOrMap(uid);
// TODO figure out how to properly 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".
}
}
}