closet skeleton event (#19802)
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@@ -0,0 +1,18 @@
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using Content.Server.StationEvents.Events;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Server.StationEvents.Components;
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/// <summary>
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/// Spawns a single entity in a random EntityStorage on the station
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/// </summary>
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[RegisterComponent, Access(typeof(RandomEntityStorageSpawnRule))]
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public sealed partial class RandomEntityStorageSpawnRuleComponent : Component
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{
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/// <summary>
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/// The entity to be spawned.
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/// </summary>
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[DataField("prototype", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string Prototype = string.Empty;
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}
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@@ -0,0 +1,44 @@
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.StationEvents.Components;
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using Content.Server.Storage.Components;
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using Content.Server.Storage.EntitySystems;
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using Robust.Shared.Random;
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namespace Content.Server.StationEvents.Events;
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public sealed class RandomEntityStorageSpawnRule : StationEventSystem<RandomEntityStorageSpawnRuleComponent>
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{
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[Dependency] private readonly EntityStorageSystem _entityStorage = default!;
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protected override void Started(EntityUid uid, RandomEntityStorageSpawnRuleComponent comp, GameRuleComponent gameRule, GameRuleStartedEvent args)
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{
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base.Started(uid, comp, gameRule, args);
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if (!TryGetRandomStation(out var station))
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return;
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var validLockers = new List<(EntityUid, EntityStorageComponent, TransformComponent)>();
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var query = EntityQueryEnumerator<EntityStorageComponent, TransformComponent>();
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while (query.MoveNext(out var ent, out var storage, out var xform))
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{
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if (StationSystem.GetOwningStation(ent, xform) != station)
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continue;
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if (!_entityStorage.CanInsert(ent, storage) || storage.Open)
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continue;
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validLockers.Add((ent, storage, xform));
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}
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if (validLockers.Count == 0)
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return;
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var (locker, storageComp, xformComp) = RobustRandom.Pick(validLockers);
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var spawn = Spawn(comp.Prototype, xformComp.Coordinates);
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if (!_entityStorage.Insert(spawn, locker, storageComp))
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{
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Del(spawn);
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}
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}
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}
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@@ -2,6 +2,9 @@ namespace Content.Shared.Humanoid;
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public static class SkinColor
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{
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public const float MaxTintedHuesSaturation = 0.1f;
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public const float MinTintedHuesLightness = 0.85f;
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public static Color ValidHumanSkinTone => Color.FromHsv(new Vector4(0.07f, 0.2f, 1f, 1f));
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/// <summary>
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@@ -117,8 +120,9 @@ public static class SkinColor
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/// <returns>Tinted hue color</returns>
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public static Color TintedHues(Color color)
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{
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var newColor = Color.ToHsv(color);
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newColor.Y *= 0.1f;
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var newColor = Color.ToHsl(color);
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newColor.Y *= MaxTintedHuesSaturation;
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newColor.Z = MathHelper.Lerp(MinTintedHuesLightness, 1f, newColor.Z);
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return Color.FromHsv(newColor);
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}
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@@ -131,7 +135,7 @@ public static class SkinColor
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public static bool VerifyTintedHues(Color color)
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{
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// tinted hues just ensures saturation is always .1, or 10% saturation at all times
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return Color.ToHsv(color).Y != .1f;
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return Color.ToHsl(color).Y <= MaxTintedHuesSaturation && Color.ToHsl(color).Z >= MinTintedHuesLightness;
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}
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public static bool VerifySkinColor(HumanoidSkinColor type, Color color)
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@@ -122,6 +122,9 @@ ghost-role-information-skeleton-pirate-description = Cause chaos and loot the st
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ghost-role-information-skeleton-biker-name = Skeleton Biker
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ghost-role-information-skeleton-biker-description = Ride around on your sweet ride.
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ghost-role-information-closet-skeleton-name = Closet Skeleton
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ghost-role-information-closet-skeleton-description = Wreak havoc! You are a primordial force with no allegiance. Live happily with the crew or wage sweet skeletal war.
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ghost-role-information-onestar-mecha-name = Onestar Mecha
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ghost-role-information-onestar-mecha-description = You are an experimental mecha created by who-knows-what, all you know is that you have weapons and you detect fleshy moving targets nearby...
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ghost-role-information-onestar-mecha-rules = Use your weapons to cause havoc. You are an antagonist.
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@@ -48,3 +48,16 @@
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- type: Loadout
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prototypes: [SkeletonBiker]
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- type: RandomHumanoidAppearance
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- type: entity
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parent: MobSkeletonPerson
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id: MobSkeletonCloset
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name: Closet Skeleton
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components:
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- type: GhostRole
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name: ghost-role-information-closet-skeleton-name
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description: ghost-role-information-closet-skeleton-description
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- type: GhostTakeoverAvailable
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- type: Loadout
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prototypes: [LimitedPassengerGear]
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- type: RandomHumanoidAppearance
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@@ -55,6 +55,17 @@
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duration: 1
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- type: BureaucraticErrorRule
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- type: entity
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parent: BaseGameRule
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id: ClosetSkeleton
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noSpawn: true
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components:
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- type: StationEvent
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weight: 10
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duration: 1
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- type: RandomEntityStorageSpawnRule
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prototype: MobSkeletonCloset
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- type: entity
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parent: BaseGameRule
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id: Dragon
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@@ -284,6 +284,15 @@
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jumpsuit: ClothingUniformJumpsuitJacketMonkey
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id: BartenderIDCard
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# Passenger but without the ID, bag, or headset
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- type: startingGear
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id: LimitedPassengerGear
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equipment:
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jumpsuit: ClothingUniformJumpsuitColorGrey
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shoes: ClothingShoesColorBlack
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innerclothingskirt: ClothingUniformJumpskirtColorGrey
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# DeathMatch Gear
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- type: startingGear
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