* 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
60 lines
2.0 KiB
C#
60 lines
2.0 KiB
C#
using Content.Server.GameTicking.Components;
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using Content.Server.StationEvents.Components;
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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.Shared.Storage;
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using Robust.Shared.Map;
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using Robust.Shared.Random;
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namespace Content.Server.StationEvents.Events;
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public sealed class VentCrittersRule : StationEventSystem<VentCrittersRuleComponent>
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{
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/*
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* DO NOT COPY PASTE THIS TO MAKE YOUR MOB EVENT.
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* USE THE PROTOTYPE.
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*/
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protected override void Started(EntityUid uid, VentCrittersRuleComponent 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 station))
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{
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return;
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}
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var locations = EntityQueryEnumerator<VentCritterSpawnLocationComponent, TransformComponent>();
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var validLocations = new List<EntityCoordinates>();
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while (locations.MoveNext(out _, out _, out var transform))
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{
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if (CompOrNull<StationMemberComponent>(transform.GridUid)?.Station == station)
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{
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validLocations.Add(transform.Coordinates);
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foreach (var spawn in EntitySpawnCollection.GetSpawns(component.Entries, RobustRandom))
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{
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Spawn(spawn, transform.Coordinates);
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}
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}
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}
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if (component.SpecialEntries.Count == 0 || validLocations.Count == 0)
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{
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return;
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}
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// guaranteed spawn
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var specialEntry = RobustRandom.Pick(component.SpecialEntries);
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var specialSpawn = RobustRandom.Pick(validLocations);
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Spawn(specialEntry.PrototypeId, specialSpawn);
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foreach (var location in validLocations)
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{
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foreach (var spawn in EntitySpawnCollection.GetSpawns(component.SpecialEntries, RobustRandom))
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{
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Spawn(spawn, location);
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}
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}
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}
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}
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