Move spawning collections of EntitySpawnEntry out of StorageSystem, make Butcherable use it (#7305)
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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@@ -1,6 +1,7 @@
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using Content.Server.Storage.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Storage;
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using Robust.Shared.Audio;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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@@ -24,25 +25,13 @@ namespace Content.Server.Storage.EntitySystems
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if (args.Handled)
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return;
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var alreadySpawnedGroups = new List<string>();
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var coords = Transform(args.User).Coordinates;
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var spawnEntities = EntitySpawnCollection.GetSpawns(component.Items, _random);
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EntityUid? entityToPlaceInHands = null;
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foreach (var storageItem in component.Items)
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foreach (var proto in spawnEntities)
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{
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if (!string.IsNullOrEmpty(storageItem.GroupId) &&
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alreadySpawnedGroups.Contains(storageItem.GroupId)) continue;
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if (storageItem.SpawnProbability != 1f &&
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!_random.Prob(storageItem.SpawnProbability))
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{
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continue;
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}
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for (var i = 0; i < storageItem.Amount; i++)
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{
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entityToPlaceInHands = EntityManager.SpawnEntity(storageItem.PrototypeId, EntityManager.GetComponent<TransformComponent>(args.User).Coordinates);
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}
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if (!string.IsNullOrEmpty(storageItem.GroupId)) alreadySpawnedGroups.Add(storageItem.GroupId);
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entityToPlaceInHands = Spawn(proto, coords);
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}
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if (component.Sound != null)
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