* Replace instances of SolutionContainerSystem with SharedSolutionContainerSystem * guap * More fixes * Wait you can do that? --------- Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
43 lines
1.9 KiB
C#
43 lines
1.9 KiB
C#
using Content.Shared.Chemistry.EntitySystems;
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using Content.Server.Fluids.EntitySystems;
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using Content.Shared.Fluids.Components;
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using JetBrains.Annotations;
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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 sealed partial class SpillBehavior : IThresholdBehavior
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{
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[DataField]
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public string? Solution;
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/// <summary>
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/// If there is a SpillableComponent on EntityUidowner 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="cause"></param>
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public void Execute(EntityUid owner, DestructibleSystem system, EntityUid? cause = null)
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{
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var solutionContainerSystem = system.EntityManager.System<SharedSolutionContainerSystem>();
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var spillableSystem = system.EntityManager.System<PuddleSystem>();
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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, out _, out var compSolution))
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{
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spillableSystem.TrySplashSpillAt(owner, coordinates, compSolution, out _, false, user: cause);
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}
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else if (Solution != null &&
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solutionContainerSystem.TryGetSolution(owner, Solution, out _, out var behaviorSolution))
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{
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spillableSystem.TrySplashSpillAt(owner, coordinates, behaviorSolution, out _, user: cause);
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}
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}
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}
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}
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