50 lines
2.2 KiB
C#
50 lines
2.2 KiB
C#
using Content.Shared.Chemistry.Reagent;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Server.Chemistry.ReactionEffects;
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[DataDefinition]
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public sealed partial class CreateEntityReactionEffect : ReagentEffect
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{
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/// <summary>
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/// What entity to create.
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/// </summary>
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[DataField(required: true, customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string Entity = default!;
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/// <summary>
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/// How many entities to create per unit reaction.
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/// </summary>
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[DataField]
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public uint Number = 1;
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protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
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=> Loc.GetString("reagent-effect-guidebook-create-entity-reaction-effect",
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("chance", Probability),
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("entname", IoCManager.Resolve<IPrototypeManager>().Index<EntityPrototype>(Entity).Name),
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("amount", Number));
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public override void Effect(ReagentEffectArgs args)
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{
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var transform = args.EntityManager.GetComponent<TransformComponent>(args.SolutionEntity);
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var transformSystem = args.EntityManager.System<SharedTransformSystem>();
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var quantity = Number * args.Quantity.Int();
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for (var i = 0; i < quantity; i++)
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{
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var uid = args.EntityManager.SpawnEntity(Entity, transform.MapPosition);
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transformSystem.AttachToGridOrMap(uid);
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// TODO figure out how to properly spawn inside of containers
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// e.g. cheese:
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// if the user is holding a bowl milk & enzyme, should drop to floor, not attached to the user.
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// if reaction happens in a backpack, should insert cheese into backpack.
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// --> if it doesn't fit, iterate through parent storage until it attaches to the grid (again, DON'T attach to players).
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// if the reaction happens INSIDE a stomach? the bloodstream? I have no idea how to handle that.
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// presumably having cheese materialize inside of your blood would have "disadvantages".
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}
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}
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}
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