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