* move component to shared * add fake systems * update server explosion system and remove duplicate transform query --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
44 lines
2.0 KiB
C#
44 lines
2.0 KiB
C#
using Content.Shared.Explosion.Components;
|
|
using JetBrains.Annotations;
|
|
|
|
namespace Content.Server.Destructible.Thresholds.Behaviors
|
|
{
|
|
/// <summary>
|
|
/// Works like a SpillBehavior combined with an ExplodeBehavior
|
|
/// </summary>
|
|
[UsedImplicitly]
|
|
[DataDefinition]
|
|
public sealed partial class SolutionExplosionBehavior : IThresholdBehavior
|
|
{
|
|
[DataField(required: true)]
|
|
public string Solution = default!;
|
|
|
|
public void Execute(EntityUid owner, DestructibleSystem system, EntityUid? cause = null)
|
|
{
|
|
if (system.SolutionContainerSystem.TryGetSolution(owner, Solution, out _, out var explodingSolution)
|
|
&& system.EntityManager.TryGetComponent(owner, out ExplosiveComponent? explosiveComponent))
|
|
{
|
|
// Don't explode if there's no solution
|
|
if (explodingSolution.Volume == 0)
|
|
return;
|
|
|
|
// Scale the explosion intensity based on the remaining volume of solution
|
|
var explosionScaleFactor = explodingSolution.FillFraction;
|
|
|
|
// TODO: Perhaps some of the liquid should be discarded as if it's being consumed by the explosion
|
|
|
|
// Spill the solution out into the world
|
|
// Spill before exploding in anticipation of a future where the explosion can light the solution on fire.
|
|
var coordinates = system.EntityManager.GetComponent<TransformComponent>(owner).Coordinates;
|
|
system.PuddleSystem.TrySpillAt(coordinates, explodingSolution, out _);
|
|
|
|
// Explode
|
|
// Don't delete the object here - let other processes like physical damage from the
|
|
// explosion clean up the exploding object(s)
|
|
var explosiveTotalIntensity = explosiveComponent.TotalIntensity * explosionScaleFactor;
|
|
system.ExplosionSystem.TriggerExplosive(owner, explosiveComponent, false, explosiveTotalIntensity, user:cause);
|
|
}
|
|
}
|
|
}
|
|
}
|