39 lines
1.4 KiB
C#
39 lines
1.4 KiB
C#
using Content.Server.StationEvents.Components;
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using Robust.Shared.Random;
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using System.Linq;
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using Content.Server.GameTicking.Rules.Components;
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namespace Content.Server.StationEvents.Events;
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public sealed class VentCrittersRule : StationEventSystem<VentCrittersRuleComponent>
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{
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/*
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* DO NOT COPY PASTE THIS TO MAKE YOUR MOB EVENT.
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* USE THE PROTOTYPE.
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*/
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protected override void Started(EntityUid uid, VentCrittersRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
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{
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base.Started(uid, component, gameRule, args);
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var spawnChoice = RobustRandom.Pick(component.Entries);
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// TODO: What we should actually do is take the component count and then multiply a prob by that
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// then just iterate until we get it
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// This will be on average twice as fast.
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var spawnLocations = EntityManager.EntityQuery<VentCritterSpawnLocationComponent>().ToList();
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RobustRandom.Shuffle(spawnLocations);
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// A small colony of critters.
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var spawnAmount = RobustRandom.Next(spawnChoice.Amount, spawnChoice.MaxAmount);
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Sawmill.Info($"Spawning {spawnAmount} of {spawnChoice}");
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foreach (var location in spawnLocations)
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{
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if (spawnAmount-- == 0)
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break;
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var coords = Transform(location.Owner);
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Spawn(spawnChoice.PrototypeId, coords.Coordinates);
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}
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}
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}
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