* Remove most IEntity usages from Destructible and Explosions * Perform a minute amount of cleanup * Fix build
44 lines
1.7 KiB
C#
44 lines
1.7 KiB
C#
using Content.Server.Chemistry.EntitySystems;
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using Content.Server.Fluids.Components;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.Destructible.Thresholds.Behaviors
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{
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[UsedImplicitly]
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[DataDefinition]
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public class SpillBehavior : IThresholdBehavior
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{
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[DataField("solution")]
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public string? Solution;
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/// <summary>
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/// If there is a SpillableComponent on IEntity owner use it to create a puddle/smear.
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/// Or whatever solution is specified in the behavior itself.
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/// If none are available do nothing.
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/// </summary>
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/// <param name="owner">Entity on which behavior is executed</param>
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/// <param name="system">system calling the behavior</param>
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/// <param name="entityManager"></param>
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public void Execute(EntityUid owner, DestructibleSystem system)
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{
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var solutionContainerSystem = EntitySystem.Get<SolutionContainerSystem>();
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var coordinates = system.EntityManager.GetComponent<TransformComponent>(owner).Coordinates;
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if (system.EntityManager.TryGetComponent(owner, out SpillableComponent? spillableComponent) &&
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solutionContainerSystem.TryGetSolution(owner, spillableComponent.SolutionName,
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out var compSolution))
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{
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compSolution.SpillAt(coordinates, "PuddleSmear", false);
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}
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else if (Solution != null &&
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solutionContainerSystem.TryGetSolution(owner, Solution, out var behaviorSolution))
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{
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behaviorSolution.SpillAt(coordinates, "PuddleSmear", false);
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}
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}
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}
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}
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