* Update StationSpawningSystem.cs Web-edit to allow feeding in an existing entity. * Update StationSpawningSystem.cs value type moment * Update StationSpawningSystem.cs * Oh goddamnit this is a refactor now. * awawawa * aaaaaaaaaaa * ee * forgot records. * no records? no records. * What's in a name? * Sloth forcing me to do the refactor properly smh. * e * optional evac in test. * tests pls work * awa --------- Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
49 lines
1.7 KiB
C#
49 lines
1.7 KiB
C#
using System.Linq;
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using Content.Server.Anomaly;
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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 Robust.Shared.Random;
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namespace Content.Server.StationEvents.Events;
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public sealed class AnomalySpawnRule : StationEventSystem<AnomalySpawnRuleComponent>
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{
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[Dependency] private readonly AnomalySystem _anomaly = default!;
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protected override void Added(EntityUid uid, AnomalySpawnRuleComponent component, GameRuleComponent gameRule, GameRuleAddedEvent args)
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{
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base.Added(uid, component, gameRule, args);
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var str = Loc.GetString("anomaly-spawn-event-announcement",
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("sighting", Loc.GetString($"anomaly-spawn-sighting-{RobustRandom.Next(1, 6)}")));
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ChatSystem.DispatchGlobalAnnouncement(str, colorOverride: Color.FromHex("#18abf5"));
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}
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protected override void Started(EntityUid uid, AnomalySpawnRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
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{
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base.Started(uid, component, gameRule, args);
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if (!TryGetRandomStation(out var chosenStation))
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return;
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if (!TryComp<StationDataComponent>(chosenStation, out var stationData))
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return;
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EntityUid? grid = null;
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foreach (var g in stationData.Grids.Where(HasComp<BecomesStationComponent>))
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{
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grid = g;
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}
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if (grid is not { })
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return;
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var amountToSpawn = Math.Max(1, (int) MathF.Round(GetSeverityModifier() / 2));
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for (var i = 0; i < amountToSpawn; i++)
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{
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_anomaly.SpawnOnRandomGridLocation(grid.Value, component.AnomalySpawnerPrototype);
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}
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}
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}
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