* Raise `StationPostInitEvent` broadcast * Basic variation pass handling * standardize names + rule entities * why does it work like that? * add to defaults * light break variation pass * ent spawn entry * move some stationevent utility functions to gamerule + add one for finding random tile on specified station * forgot how statistics works * powered light variation pass is good now * station tile count function * public method to ensure all solutions (for procedural use before mapinit) * move gamerulesystem utility funcs to partial * ensure all solutions before spilling in puddlesystem. for use when spilling before mapinit * trash & puddle variation passes! * oh yeah * ehh lets live a little * std * utility for game rule check based on comp * entprotoid the trash spawner oops * generalize trash variation * use added instead of started for secret rule * random cleanup * generic replacement variation system * Wall rusting variation rule * account for modifying while enumerating * use localaabb * fix test * minor tweaks * reinforced wall replacer + puddletweaker
52 lines
2.0 KiB
C#
52 lines
2.0 KiB
C#
using Content.Server.GameTicking.Rules.VariationPass.Components;
|
|
using Content.Server.Light.Components;
|
|
using Content.Server.Light.EntitySystems;
|
|
using Content.Shared.Light.Components;
|
|
using Robust.Shared.Random;
|
|
|
|
namespace Content.Server.GameTicking.Rules.VariationPass;
|
|
|
|
/// <inheritdoc cref="PoweredLightVariationPassComponent"/>
|
|
public sealed class PoweredLightVariationPassSystem : VariationPassSystem<PoweredLightVariationPassComponent>
|
|
{
|
|
[Dependency] private readonly PoweredLightSystem _poweredLight = default!;
|
|
|
|
protected override void ApplyVariation(Entity<PoweredLightVariationPassComponent> ent, ref StationVariationPassEvent args)
|
|
{
|
|
var query = AllEntityQuery<PoweredLightComponent, TransformComponent>();
|
|
while (query.MoveNext(out var uid, out var comp, out var xform))
|
|
{
|
|
if (!IsMemberOfStation((uid, xform), ref args))
|
|
continue;
|
|
|
|
if (Random.Prob(ent.Comp.LightBreakChance))
|
|
{
|
|
var proto = comp.BulbType switch
|
|
{
|
|
LightBulbType.Tube => ent.Comp.BrokenLightTubePrototype,
|
|
_ => ent.Comp.BrokenLightBulbPrototype,
|
|
};
|
|
|
|
_poweredLight.ReplaceSpawnedPrototype((uid, comp), proto);
|
|
continue;
|
|
}
|
|
|
|
if (!Random.Prob(ent.Comp.LightAgingChance))
|
|
continue;
|
|
|
|
if (comp.BulbType == LightBulbType.Tube)
|
|
{
|
|
// some aging fluorescents (tubes) start to flicker
|
|
// its also way too annoying right now so we wrap it in another prob lol
|
|
if (Random.Prob(ent.Comp.AgedLightTubeFlickerChance))
|
|
_poweredLight.ToggleBlinkingLight(uid, comp, true);
|
|
_poweredLight.ReplaceSpawnedPrototype((uid, comp), ent.Comp.AgedLightTubePrototype);
|
|
}
|
|
else
|
|
{
|
|
_poweredLight.ReplaceSpawnedPrototype((uid, comp), ent.Comp.AgedLightBulbPrototype);
|
|
}
|
|
}
|
|
}
|
|
}
|