Refactor stations to properly use entity prototypes. (stationsv3) (#16570)
* Update StationSpawningSystem.cs Web-edit to allow feeding in an existing entity. * Update StationSpawningSystem.cs value type moment * Update StationSpawningSystem.cs * Oh goddamnit this is a refactor now. * awawawa * aaaaaaaaaaa * ee * forgot records. * no records? no records. * What's in a name? * Sloth forcing me to do the refactor properly smh. * e * optional evac in test. * tests pls work * awa --------- Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
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@@ -31,10 +31,13 @@ public sealed partial class DragonSystem
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{
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base.Started(uid, component, gameRule, args);
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if (!_station.Stations.Any())
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var eligible = EntityQuery<StationEventEligibleComponent>().Select(x => x.Owner).ToList();
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if (!eligible.Any())
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return;
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var station = _random.Pick(_station.Stations);
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var station = _random.Pick(eligible);
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if (_station.GetLargestGrid(EntityManager.GetComponent<StationDataComponent>(station)) is not { } grid)
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return;
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