34 lines
1.4 KiB
C#
34 lines
1.4 KiB
C#
using System.Linq;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.StationEvents.Components;
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using Robust.Shared.Random;
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namespace Content.Server.StationEvents.Events;
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public sealed class MouseMigrationRule : StationEventSystem<MouseMigrationRuleComponent>
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{
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protected override void Started(EntityUid uid, MouseMigrationRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
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{
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base.Started(uid, component, gameRule, args);
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var modifier = GetSeverityModifier();
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var spawnLocations = EntityManager.EntityQuery<VentCritterSpawnLocationComponent, TransformComponent>().ToList();
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RobustRandom.Shuffle(spawnLocations);
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// sqrt so we dont get insane values for ramping events
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var spawnAmount = (int) (RobustRandom.Next(7, 15) * Math.Sqrt(modifier)); // A small colony of critters.
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for (var i = 0; i < spawnAmount && i < spawnLocations.Count - 1; i++)
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{
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var spawnChoice = RobustRandom.Pick(component.SpawnedPrototypeChoices);
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if (RobustRandom.Prob(Math.Min(0.01f * modifier, 1.0f)) || i == 0) //small chance for multiple, but always at least 1
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spawnChoice = "SpawnPointGhostRatKing";
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var coords = spawnLocations[i].Item2.Coordinates;
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Sawmill.Info($"Spawning mouse {spawnChoice} at {coords}");
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EntityManager.SpawnEntity(spawnChoice, coords);
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}
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}
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}
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