* Station event refactor * Remove clientside `IStationEventManager` we can just use prototypes * Basic API idea * Cruft * first attempt at epicness * okay yeah this shit is really clean * sort out minor stuff * Convert `BreakerFlip` * `BureaucraticError` + general cleanup * `DiseaseOutbreak` * `FalseAlarm` * `GasLeak` * `KudzuGrowth` * `MeteorSwarm` * `MouseMigration` * misc errors * `PowerGridCheck` * `RandomSentience` * `VentClog` * `VentCritters` * `ZombieOutbreak` * Rewrite basic event scheduler * Minor fixes and logging * ooooops * errors + fix * linter * completions, `RuleStarted` property, update loop fixes * Tweaks * Fix #9462 * Basic scheduler update fix, and fixes #8174 * Add test * UI cleanup * really this was just for testing
29 lines
883 B
C#
29 lines
883 B
C#
using Robust.Shared.Map;
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using Robust.Shared.Random;
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namespace Content.Server.StationEvents.Events;
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public sealed class KudzuGrowth : StationEventSystem
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{
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public override string Prototype => "KudzuGrowth";
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private EntityUid _targetGrid;
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private Vector2i _targetTile;
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private EntityCoordinates _targetCoords;
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public override void Started()
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{
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base.Started();
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// Pick a place to plant the kudzu.
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if (TryFindRandomTile(out _targetTile, out _, out _targetGrid, out _targetCoords))
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{
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EntityManager.SpawnEntity("Kudzu", _targetCoords);
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Sawmill.Info($"Spawning a Kudzu at {_targetTile} on {_targetGrid}");
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}
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// If the kudzu tile selection fails we just let the announcement happen anyways because it's funny and people
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// will be hunting the non-existent, dangerous plant.
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}
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}
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