* Move entity effects to shared * relocate spawning to server * Generic version of EntityEffect for just raising event. * genericise everything * oops forgot to push you * some condensation * finish rebas * unwhite the space * oops forgot nuke * bad rebase fix * useless annotations begone --------- Co-authored-by: EmoGarbage404 <retron404@gmail.com>
36 lines
1.4 KiB
C#
36 lines
1.4 KiB
C#
using Content.Shared.Chemistry.EntitySystems;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.EntityEffects.Effects
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{
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public sealed partial class AddToSolutionReaction : EntityEffect
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{
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[DataField("solution")]
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private string _solution = "reagents";
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public override void Effect(EntityEffectBaseArgs args)
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{
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if (args is EntityEffectReagentArgs reagentArgs) {
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if (reagentArgs.Reagent == null)
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return;
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// TODO see if this is correct
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var solutionContainerSystem = reagentArgs.EntityManager.System<SharedSolutionContainerSystem>();
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if (!solutionContainerSystem.TryGetSolution(reagentArgs.TargetEntity, _solution, out var solutionContainer))
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return;
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if (solutionContainerSystem.TryAddReagent(solutionContainer.Value, reagentArgs.Reagent.ID, reagentArgs.Quantity, out var accepted))
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reagentArgs.Source?.RemoveReagent(reagentArgs.Reagent.ID, accepted);
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return;
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}
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// TODO: Someone needs to figure out how to do this for non-reagent effects.
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throw new NotImplementedException();
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}
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protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys) =>
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Loc.GetString("reagent-effect-guidebook-add-to-solution-reaction", ("chance", Probability));
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}
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}
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