using Content.Server.Weather; using Robust.Shared.Prototypes; using Robust.Shared.Random; using Robust.Shared.Timing; namespace Content.Server._CP14.WeatherControl; public sealed class CP14WeatherControllerSystem : EntitySystem { [Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly IGameTiming _timing = default!; [Dependency] private readonly WeatherSystem _weather = default!; [Dependency] private readonly IPrototypeManager _proto = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnMapInit); } public override void Update(float frameTime) { base.Update(frameTime); var query = EntityQueryEnumerator(); while (query.MoveNext(out var uid, out var weather)) { if (_timing.CurTime <= weather.NextWeatherTime) continue; var weatherData = _random.Pick(weather.Entries); if (!_proto.TryIndex(weatherData.Visuals, out var weatherVisualsIndexed)) continue; var weatherDuration = TimeSpan.FromSeconds(weatherData.Duration.Next(_random)); _weather.SetWeather(Transform(uid).MapID, weatherVisualsIndexed, _timing.CurTime + weatherDuration); var clearDuration = TimeSpan.FromSeconds(weather.ClearDuration.Next(_random)); weather.NextWeatherTime = _timing.CurTime + weatherDuration + clearDuration; } } private void OnMapInit(Entity ent, ref MapInitEvent args) { ent.Comp.NextWeatherTime = _timing.CurTime + TimeSpan.FromSeconds(ent.Comp.ClearDuration.Next(_random)); } }