* Added new anomaly particle * Add basic anomaly behaviour * +2 parametres * add functional to new particle * add components to behaviours * big content * add shuffle, moved thing to server * clean up * fixes * random pick redo * bonjour behavioUr * fix AJCM * fix * add some new behaviours * power modifier behaviour * rmeove timer * new event for update ui fix * refactor! * fixes * enum * Fix mapinit * Minor touches --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
41 lines
1.2 KiB
C#
41 lines
1.2 KiB
C#
using Content.Server.Anomaly.Components;
|
|
using Robust.Shared.Random;
|
|
|
|
namespace Content.Server.Anomaly.Effects;
|
|
|
|
public sealed class SecretDataAnomalySystem : EntitySystem
|
|
{
|
|
[Dependency] private readonly IRobustRandom _random = default!;
|
|
|
|
private readonly List<AnomalySecretData> _deita = new();
|
|
|
|
public override void Initialize()
|
|
{
|
|
SubscribeLocalEvent<SecretDataAnomalyComponent, MapInitEvent>(OnMapInit);
|
|
}
|
|
|
|
private void OnMapInit(EntityUid uid, SecretDataAnomalyComponent anomaly, MapInitEvent args)
|
|
{
|
|
RandomizeSecret(uid,_random.Next(anomaly.RandomStartSecretMin, anomaly.RandomStartSecretMax), anomaly);
|
|
}
|
|
|
|
public void RandomizeSecret(EntityUid uid, int count, SecretDataAnomalyComponent? component = null)
|
|
{
|
|
if (!Resolve(uid, ref component))
|
|
return;
|
|
|
|
component.Secret.Clear();
|
|
|
|
// I also considered just adding all the enum values and pruning but that seems more wasteful.
|
|
_deita.Clear();
|
|
_deita.AddRange(Enum.GetValues<AnomalySecretData>());
|
|
var actualCount = Math.Min(count, _deita.Count);
|
|
|
|
for (int i = 0; i < actualCount; i++)
|
|
{
|
|
component.Secret.Add(_random.PickAndTake(_deita));
|
|
}
|
|
}
|
|
}
|
|
|