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>
This commit is contained in:
Moony
2023-05-19 15:45:09 -05:00
committed by GitHub
parent 0d9b9e113e
commit e92a8fedab
77 changed files with 1176 additions and 987 deletions

View File

@@ -23,9 +23,8 @@ namespace Content.Server.StationEvents.Events
{
base.Started(uid, component, gameRule, args);
if (StationSystem.Stations.Count == 0)
if (!TryGetRandomStation(out var chosenStation))
return;
var chosenStation = RobustRandom.Pick(StationSystem.Stations.ToList());
foreach (var (apc, transform) in EntityQuery<ApcComponent, TransformComponent>(true))
{