using Content.Server.Fluids.EntitySystems; using Content.Server.GameTicking.Rules.VariationPass.Components; using Content.Shared.Chemistry.Components; using Content.Shared.Random.Helpers; using Robust.Shared.Prototypes; using Robust.Shared.Random; namespace Content.Server.GameTicking.Rules.VariationPass; /// public sealed class PuddleMessVariationPassSystem : VariationPassSystem { [Dependency] private readonly PuddleSystem _puddle = default!; [Dependency] private readonly IPrototypeManager _proto = default!; protected override void ApplyVariation(Entity ent, ref StationVariationPassEvent args) { var totalTiles = Stations.GetTileCount(args.Station.AsNullable()); if (!_proto.Resolve(ent.Comp.RandomPuddleSolutionFill, out var proto)) return; var puddleMod = Random.NextGaussian(ent.Comp.TilesPerSpillAverage, ent.Comp.TilesPerSpillStdDev); var puddleTiles = Math.Max((int) (totalTiles * (1 / puddleMod)), 0); for (var i = 0; i < puddleTiles; i++) { if (!TryFindRandomTileOnStation(args.Station, out _, out _, out var coords)) continue; var sol = proto.Pick(Random); _puddle.TrySpillAt(coords, new Solution(sol.reagent, sol.quantity), out _, sound: false); } } }