using Content.Server.GameTicking.Rules.Components; using Content.Server.Ninja.Systems; using Content.Server.Station.Components; using Content.Server.StationEvents.Components; using Robust.Server.GameObjects; using Robust.Shared.Map; using Robust.Shared.Map.Components; using Robust.Shared.Random; namespace Content.Server.StationEvents.Events; /// /// Event for spawning a Space Ninja mid-game. /// public sealed class NinjaSpawnRule : StationEventSystem { [Dependency] private readonly SpaceNinjaSystem _ninja = default!; [Dependency] private readonly SharedTransformSystem _transform = default!; protected override void Started(EntityUid uid, NinjaSpawnRuleComponent comp, GameRuleComponent gameRule, GameRuleStartedEvent args) { base.Started(uid, comp, gameRule, args); if (!TryGetRandomStation(out var station)) return; var stationData = Comp(station.Value); // find a station grid var gridUid = StationSystem.GetLargestGrid(stationData); if (gridUid == null || !TryComp(gridUid, out var grid)) { Sawmill.Warning("Chosen station has no grids, cannot spawn space ninja!"); return; } // figure out its AABB size and use that as a guide to how far ninja should be var size = grid.LocalAABB.Size.Length() / 2; var distance = size + comp.SpawnDistance; var angle = RobustRandom.NextAngle(); // position relative to station center var location = angle.ToVec() * distance; // create the spawner, the ninja will appear when a ghost has picked the role var xform = Transform(gridUid.Value); var position = _transform.GetWorldPosition(xform) + location; var coords = new MapCoordinates(position, xform.MapID); Sawmill.Info($"Creating ninja spawnpoint at {coords}"); Spawn("SpawnPointGhostSpaceNinja", coords); } }