Files
tbd-station-14/Content.Server/GameObjects/EntitySystems/PuddleSystem.cs
2021-03-16 15:50:20 +01:00

43 lines
1.6 KiB
C#

using Content.Server.GameObjects.Components.Fluids;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
namespace Content.Server.GameObjects.EntitySystems
{
[UsedImplicitly]
internal sealed class PuddleSystem : EntitySystem
{
public override void Initialize()
{
base.Initialize();
var mapManager = IoCManager.Resolve<IMapManager>();
mapManager.TileChanged += HandleTileChanged;
}
public override void Shutdown()
{
base.Shutdown();
var mapManager = IoCManager.Resolve<IMapManager>();
mapManager.TileChanged -= HandleTileChanged;
}
private void HandleTileChanged(object? sender, TileChangedEventArgs eventArgs)
{
// If this gets hammered you could probably queue up all the tile changes every tick but I doubt that would ever happen.
foreach (var (puddle, snapGrid) in ComponentManager.EntityQuery<PuddleComponent, SnapGridComponent>(true))
{
// If the tile becomes space then delete it (potentially change by design)
if (eventArgs.NewTile.GridIndex == puddle.Owner.Transform.GridID &&
snapGrid.Position == eventArgs.NewTile.GridIndices &&
eventArgs.NewTile.Tile.IsEmpty)
{
puddle.Owner.Delete();
break; // Currently it's one puddle per tile, if that changes remove this
}
}
}
}
}