Cleanup mimic event (#23705)
* Cleanup mimic event Now it won't be forced on dev map or mapping mode. * Minor cleanup
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21
Content.Server/Antag/Mimic/MobReplacementRuleComponent.cs
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21
Content.Server/Antag/Mimic/MobReplacementRuleComponent.cs
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using Robust.Shared.Prototypes;
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namespace Content.Server.Antag.Mimic;
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/// <summary>
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/// Replaces the relevant entities with mobs when the game rule is started.
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/// </summary>
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[RegisterComponent]
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public sealed partial class MobReplacementRuleComponent : Component
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{
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// If you want more components use generics, using a whitelist would probably kill the server iterating every single entity.
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[DataField]
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public EntProtoId Proto = "MobMimic";
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/// <summary>
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/// Chance per-entity.
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/// </summary>
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[DataField]
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public float Chance = 0.001f;
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}
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37
Content.Server/Antag/MobReplacementRuleSystem.cs
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37
Content.Server/Antag/MobReplacementRuleSystem.cs
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using Content.Server.Antag.Mimic;
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using Content.Server.GameTicking.Rules;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Shared.VendingMachines;
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using Robust.Shared.Map;
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using Robust.Shared.Random;
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namespace Content.Server.Antag;
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public sealed class MobReplacementRuleSystem : GameRuleSystem<MobReplacementRuleComponent>
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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protected override void Started(EntityUid uid, MobReplacementRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
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{
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base.Started(uid, component, gameRule, args);
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var query = AllEntityQuery<VendingMachineComponent, TransformComponent>();
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var spawns = new List<(EntityUid Entity, EntityCoordinates Coordinates)>();
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while (query.MoveNext(out var vendingUid, out _, out var xform))
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{
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if (!_random.Prob(component.Chance))
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continue;
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spawns.Add((vendingUid, xform.Coordinates));
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}
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foreach (var entity in spawns)
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{
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var coordinates = entity.Coordinates;
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Del(entity.Entity);
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Spawn(component.Proto, coordinates);
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}
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}
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}
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