* 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>
63 lines
2.5 KiB
C#
63 lines
2.5 KiB
C#
using Content.Server.Atmos.Piping.Unary.Components;
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using Content.Server.Station.Components;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Reagent;
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using JetBrains.Annotations;
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using Robust.Shared.Audio;
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using Robust.Shared.Random;
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using System.Linq;
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using Content.Server.Chemistry.Components;
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using Content.Server.Fluids.EntitySystems;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.StationEvents.Components;
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namespace Content.Server.StationEvents.Events;
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[UsedImplicitly]
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public sealed class VentClogRule : StationEventSystem<VentClogRuleComponent>
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{
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[Dependency] private readonly SmokeSystem _smoke = default!;
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protected override void Started(EntityUid uid, VentClogRuleComponent 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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// TODO: "safe random" for chems. Right now this includes admin chemicals.
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var allReagents = PrototypeManager.EnumeratePrototypes<ReagentPrototype>()
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.Where(x => !x.Abstract)
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.Select(x => x.ID).ToList();
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// TODO: This is gross, but not much can be done until event refactor, which needs Dynamic.
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var mod = (float) Math.Sqrt(GetSeverityModifier());
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foreach (var (_, transform) in EntityManager.EntityQuery<GasVentPumpComponent, TransformComponent>())
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{
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if (CompOrNull<StationMemberComponent>(transform.GridUid)?.Station != chosenStation)
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{
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continue;
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}
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var solution = new Solution();
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if (!RobustRandom.Prob(Math.Min(0.33f * mod, 1.0f)))
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continue;
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var pickAny = RobustRandom.Prob(Math.Min(0.05f * mod, 1.0f));
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var reagent = RobustRandom.Pick(pickAny ? allReagents : component.SafeishVentChemicals);
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var weak = component.WeakReagents.Contains(reagent);
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var quantity = (weak ? component.WeakReagentQuantity : component.ReagentQuantity) * mod;
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solution.AddReagent(reagent, quantity);
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var foamEnt = Spawn("Foam", transform.Coordinates);
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var smoke = EnsureComp<SmokeComponent>(foamEnt);
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smoke.SpreadAmount = weak ? component.WeakSpread : component.Spread;
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_smoke.Start(foamEnt, smoke, solution, component.Time);
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Audio.PlayPvs(component.Sound, transform.Coordinates);
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}
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}
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}
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