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