Adds a new SolutionExplosionBehavior for the benefit of fuel tanks and future exploding canisters (#11260)
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using Content.Server.Chemistry.EntitySystems;
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using Content.Server.Fluids.Components;
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using Content.Server.Fluids.EntitySystems;
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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 class SolutionExplosionBehavior : IThresholdBehavior
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{
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[DataField("solution", required: true)]
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public string Solution = default!;
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public void Execute(EntityUid owner, DestructibleSystem system)
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{
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if (system.SolutionContainerSystem.TryGetSolution(owner, Solution, 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.CurrentVolume == 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.CurrentVolume.Float() / explodingSolution.MaxVolume.Float());
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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.SpillableSystem.SpillAt(explodingSolution, coordinates, "PuddleSmear", combine: true);
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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);
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}
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}
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}
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}
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