* Mega Antag Refactor * last minute delta save * more workshopping * more shit * ok tested this for once * okkkkk sure * generic delays for starting rules * well darn * nukies partially * ouagh * ballin' faded and smonkin wed * obliterated the diff * Spread my arms and soak up congratulations * I've got plenty of love, but nothing to show for it * but there’s too much sunlight Shining on my laptop monitor, so I Can’t see anything with any amount of clarity * ok this junk * OOK! * fubar * most of sloth's review * oh boy * eek * hell yea! * ASDFJASDJFvsakcvjkzjnhhhyh
39 lines
1.2 KiB
C#
39 lines
1.2 KiB
C#
using Content.Server.Antag.Mimic;
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using Content.Server.GameTicking.Components;
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using Content.Server.GameTicking.Rules;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Shared.VendingMachines;
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using Robust.Shared.Map;
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using Robust.Shared.Random;
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namespace Content.Server.Antag;
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public sealed class MobReplacementRuleSystem : GameRuleSystem<MobReplacementRuleComponent>
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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protected override void Started(EntityUid uid, MobReplacementRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
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{
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base.Started(uid, component, gameRule, args);
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var query = AllEntityQuery<VendingMachineComponent, TransformComponent>();
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var spawns = new List<(EntityUid Entity, EntityCoordinates Coordinates)>();
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while (query.MoveNext(out var vendingUid, out _, out var xform))
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{
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if (!_random.Prob(component.Chance))
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continue;
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spawns.Add((vendingUid, xform.Coordinates));
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}
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foreach (var entity in spawns)
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{
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var coordinates = entity.Coordinates;
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Del(entity.Entity);
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Spawn(component.Proto, coordinates);
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}
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}
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}
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