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