Files
tbd-station-14/Content.Server/StationEvents/Events/SpaceSpawnRule.cs
deltanedas 02636386b5 item toggling giga rework + full ninja refactor (#28039)
* item toggle refactoring and some new systems

* add ToggleClothing component/system

* unhardcode magboots gravity logic

* make magboots and speedboots use ItemToggle and stuff

* remove now useless clothing components

* update client/server magboots systems

* add note to use ItemToggledEvent in ToggleActionEvent doc

* refactor PowerCellDraw to use ItemToggle for ui open/close control

* add TryUseCharges, refactor charges system

* update magboot trigger code

* make borg use ItemToggle, network SelectedModule instead of now removed Activated

* add AccessToggle for borg

* the giga ninja refactor

* update ninja yml

* update ItemToggle usage for some stuff

* fix activatableui requires power

* random fixing

* yaml fixing

* nuke ItemToggleDisarmMalus

* make defib use ItemToggle

* make things that use power not turn on if missing use charge

* pro

* fix sound prediction

* bruh

* proximity detector use ItemToggle

* oop

* big idiot syndrome

* fix ninja spawn rule and make it generic

* fix ninja spawn rule yml

* move loading profiles into AntagLoadProfileRule

* more ninja refactor

* ninja yml fixes

* the dreaded copy paste ops

* remove useless NinjaRuleComponent and ue AntagSelection for greeting

* fix invisibility

* move IsCompleted to SharedObjectivesSystem

* ability fixes

* oop fix powercell instantly draining itself

* sentient speedboots gaming

* make reflect use ItemToggle

* fix other test

* loadprofilerule moved into its own pr

* remove conflict with dragon refactor

* remove all GenericAntag code from ninja

* )

* probably

* remove old enabled

* great language bravo vince

* GREAT LANGUAGE

* who made this language

* because it stinks

* reparent blood-red magboots to magboots probbbly works

* most of the review stuff

* hasGrav doesnt mean what i thought it did

* make health analyzer use itemtoggle, not fail test

* fix mag/speed boots being wacky

* UNTROLL

* add ItemToggle to the random health analyzers

* a

* remove unused obsolete borg func

* untrolling

* :trollface:

* fix test

* fix

* g

* untroll

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
2024-07-11 15:55:56 +10:00

66 lines
2.3 KiB
C#

using Content.Server.Antag;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.Station.Components;
using Content.Server.StationEvents.Components;
using Content.Shared.GameTicking.Components;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
namespace Content.Server.StationEvents.Events;
/// <summary>
/// Station event component for spawning this rules antags in space around a station.
/// </summary>
public sealed class SpaceSpawnRule : StationEventSystem<SpaceSpawnRuleComponent>
{
[Dependency] private readonly SharedTransformSystem _transform = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SpaceSpawnRuleComponent, AntagSelectLocationEvent>(OnSelectLocation);
}
protected override void Added(EntityUid uid, SpaceSpawnRuleComponent comp, GameRuleComponent gameRule, GameRuleAddedEvent args)
{
base.Added(uid, comp, gameRule, args);
if (!TryGetRandomStation(out var station))
{
ForceEndSelf(uid, gameRule);
return;
}
var stationData = Comp<StationDataComponent>(station.Value);
// find a station grid
var gridUid = StationSystem.GetLargestGrid(stationData);
if (gridUid == null || !TryComp<MapGridComponent>(gridUid, out var grid))
{
Sawmill.Warning("Chosen station has no grids, cannot pick location for {ToPrettyString(uid):rule}");
ForceEndSelf(uid, gameRule);
return;
}
// figure out its AABB size and use that as a guide to how far the spawner should be
var size = grid.LocalAABB.Size.Length() / 2;
var distance = size + comp.SpawnDistance;
var angle = RobustRandom.NextAngle();
// position relative to station center
var location = angle.ToVec() * distance;
// create the spawner!
var xform = Transform(gridUid.Value);
var position = _transform.GetWorldPosition(xform) + location;
comp.Coords = new MapCoordinates(position, xform.MapID);
Sawmill.Info($"Picked location {comp.Coords} for {ToPrettyString(uid):rule}");
}
private void OnSelectLocation(Entity<SpaceSpawnRuleComponent> ent, ref AntagSelectLocationEvent args)
{
if (ent.Comp.Coords is {} coords)
args.Coordinates.Add(coords);
}
}