Files
tbd-station-14/Content.Server/Chemistry/ReactionEffects/CreateEntityReactionEffect.cs
TemporalOroboros d75e743dd7 Solution Entities (#21916)
* Creates Content.Shared.Chemistry.Solutions
Copies Solution class to new namespace
Obsoletes old Solution class

* Switches over to the Solutions.Solution Solution

* Creates Content.Shared.Chemistry.Containers
Copies relevant components/systems to the new namespace
Obsoletes old versions

* Switches over to the Containers.XYZ namespace

* Creates SolutionSystem and obsoletes old SolutionContainerSystem methods

* Start using SolutionSystem for Solution manipulation

* EnumerateSolutions

* Move TryGetMixableSolution

* Move EnsureSolution to Server

* Create Solution Entities

* Stop using obsolete solution system methods

* Fix prototype component tests

* Add using ..Audio.Systems; back

* Wrap solution container slots in ContainerSlots

* Actually add the slot to the solution container map

* Dirty SolutionContainerComponent when ensuring solutions

* Revert namespace changes

* Remerge SolutionSystem and SolutionContainerSystem

* SolutionContainerManagerComponent refactor

* Avoid wrapping necessary code in DebugTools.Assert as it is removed when compiling for release

* Readd examine reagent sorting

* Fix errors

* Poke tests

* Fix solution names not being applied

* Fix WoolyComponent including statement

* Fix merge skew

* Fix compile errors

* Make reactions use solntities

* Reindent solution class namespace

* Field attribute changes

* AutoGenerateComponentState for SolutionContainerComponent

* SolutionContainerComponent -> ContainedSolutionComponent

* ref ReactionAttemptEvent

* Denetwork preinit solutions

* Misc 1

* Nullable TryGetSolution out vars

* Cache associated solutions

* Fix merge skew

* Use explicit regions in SharedSolutionContainerSystem.Capabilities

* Add debug assert

* Use explicit regions in SharedSolutionContainerSystem.Relay + ref SolutionContainerChangedEvent

* ContainedSolutionComponent.Name -> ContainedSolutionComponent.ContainerName

* SolutionComponent doc comments

* Implicit DataField names and property purge

* ReagentEffect DataField names

* Local variables for readability

* Sort using statements + Entity<T> event handlers

* Fix compile erros

* Fix compile errors

---------

Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
2023-12-28 17:58:14 -08:00

50 lines
2.2 KiB
C#

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