Files
tbd-station-14/Content.Server/GameTicking/Rules/VariationPass/PuddleMessVariationPassSystem.cs
2025-08-08 11:22:34 -04:00

36 lines
1.4 KiB
C#

using Content.Server.Fluids.EntitySystems;
using Content.Server.GameTicking.Rules.VariationPass.Components;
using Content.Shared.Chemistry.Components;
using Content.Shared.Random.Helpers;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server.GameTicking.Rules.VariationPass;
/// <inheritdoc cref="PuddleMessVariationPassComponent"/>
public sealed class PuddleMessVariationPassSystem : VariationPassSystem<PuddleMessVariationPassComponent>
{
[Dependency] private readonly PuddleSystem _puddle = default!;
[Dependency] private readonly IPrototypeManager _proto = default!;
protected override void ApplyVariation(Entity<PuddleMessVariationPassComponent> ent, ref StationVariationPassEvent args)
{
var totalTiles = Stations.GetTileCount(args.Station.AsNullable());
if (!_proto.TryIndex(ent.Comp.RandomPuddleSolutionFill, out var proto))
return;
var puddleMod = Random.NextGaussian(ent.Comp.TilesPerSpillAverage, ent.Comp.TilesPerSpillStdDev);
var puddleTiles = Math.Max((int) (totalTiles * (1 / puddleMod)), 0);
for (var i = 0; i < puddleTiles; i++)
{
if (!TryFindRandomTileOnStation(args.Station, out _, out _, out var coords))
continue;
var sol = proto.Pick(Random);
_puddle.TrySpillAt(coords, new Solution(sol.reagent, sol.quantity), out _, sound: false);
}
}
}