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Tayrtahn f4efaaeb72 Convert TimedSpawnerComponent to use an Update loop (#37785)
Convert TimedSpawnerComponent to use an Update loop
2025-05-24 19:35:17 +02:00

56 lines
1.6 KiB
C#

using Content.Server.Spawners.Components;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Server.Spawners.EntitySystems;
public sealed class SpawnerSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IRobustRandom _random = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<TimedSpawnerComponent, MapInitEvent>(OnMapInit);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var curTime = _timing.CurTime;
var query = EntityQueryEnumerator<TimedSpawnerComponent>();
while (query.MoveNext(out var uid, out var timedSpawner))
{
if (timedSpawner.NextFire > curTime)
continue;
OnTimerFired(uid, timedSpawner);
timedSpawner.NextFire += timedSpawner.IntervalSeconds;
}
}
private void OnMapInit(Entity<TimedSpawnerComponent> ent, ref MapInitEvent args)
{
ent.Comp.NextFire = _timing.CurTime + ent.Comp.IntervalSeconds;
}
private void OnTimerFired(EntityUid uid, TimedSpawnerComponent component)
{
if (!_random.Prob(component.Chance))
return;
var number = _random.Next(component.MinimumEntitiesSpawned, component.MaximumEntitiesSpawned);
var coordinates = Transform(uid).Coordinates;
for (var i = 0; i < number; i++)
{
var entity = _random.Pick(component.Prototypes);
SpawnAtPosition(entity, coordinates);
}
}
}