* Mega Antag Refactor * last minute delta save * more workshopping * more shit * ok tested this for once * okkkkk sure * generic delays for starting rules * well darn * nukies partially * ouagh * ballin' faded and smonkin wed * obliterated the diff * Spread my arms and soak up congratulations * I've got plenty of love, but nothing to show for it * but there’s too much sunlight Shining on my laptop monitor, so I Can’t see anything with any amount of clarity * ok this junk * OOK! * fubar * most of sloth's review * oh boy * eek * hell yea! * ASDFJASDJFvsakcvjkzjnhhhyh
36 lines
1.4 KiB
C#
36 lines
1.4 KiB
C#
using Content.Server.GameTicking.Components;
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using Content.Server.GameTicking.Rules.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 BluespaceArtifactRule : StationEventSystem<BluespaceArtifactRuleComponent>
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{
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protected override void Added(EntityUid uid, BluespaceArtifactRuleComponent 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("bluespace-artifact-event-announcement",
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("sighting", Loc.GetString(RobustRandom.Pick(component.PossibleSighting))));
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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, BluespaceArtifactRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
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{
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base.Started(uid, component, gameRule, args);
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var amountToSpawn = 1;
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for (var i = 0; i < amountToSpawn; i++)
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{
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if (!TryFindRandomTile(out _, out _, out _, out var coords))
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return;
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Spawn(component.ArtifactSpawnerPrototype, coords);
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Spawn(component.ArtifactFlashPrototype, coords);
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Sawmill.Info($"Spawning random artifact at {coords}");
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}
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}
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}
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