using Content.Shared.EntityEffects; using Robust.Shared.Prototypes; using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype; namespace Content.Server.EntityEffects.Effects; [DataDefinition] public sealed partial class CreateEntityReactionEffect : EntityEffect { /// /// What entity to create. /// [DataField(required: true, customTypeSerializer: typeof(PrototypeIdSerializer))] public string Entity = default!; /// /// How many entities to create per unit reaction. /// [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().Index(Entity).Name), ("amount", Number)); public override void Effect(EntityEffectBaseArgs args) { var transform = args.EntityManager.GetComponent(args.TargetEntity); var transformSystem = args.EntityManager.System(); var quantity = (int)Number; if (args is EntityEffectReagentArgs reagentArgs) quantity *= reagentArgs.Quantity.Int(); for (var i = 0; i < quantity; i++) { var uid = args.EntityManager.SpawnEntity(Entity, transformSystem.GetMapCoordinates(args.TargetEntity, xform: transform)); 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". } } }