43 lines
1.4 KiB
C#
43 lines
1.4 KiB
C#
using Content.Shared.Inventory;
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using Content.Shared.Chemistry.Reagent;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Chemistry.ReagentEffects;
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/// <summary>
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/// A reaction effect that consumes the required amount of reagent and spawns PrototypeID in the
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/// entity's Slot. Used to implement the water droplet effect for arachnids.
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/// </summary>
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public sealed partial class WearableReaction : ReagentEffect
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{
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/// <summary>
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/// Minimum quantity of reagent required to trigger this effect.
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/// </summary>
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[DataField]
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public float AmountThreshold = 1f;
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/// <summary>
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/// Slot to spawn the item into.
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/// </summary>
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[DataField(required: true)]
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public string Slot;
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/// <summary>
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/// Prototype ID of item to spawn.
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/// </summary>
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[DataField(required: true)]
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public string PrototypeID;
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protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys) => null;
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public override void Effect(ReagentEffectArgs args)
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{
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if (args.Reagent == null || args.Quantity < AmountThreshold)
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return;
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// SpawnItemInSlot returns false if slot is already occupied
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if (args.EntityManager.System<InventorySystem>().SpawnItemInSlot(args.SolutionEntity, Slot, PrototypeID))
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args.Source?.RemoveReagent(args.Reagent.ID, AmountThreshold);
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}
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}
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