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Roundstart variation game rules (#24397)
* Raise `StationPostInitEvent` broadcast * Basic variation pass handling * standardize names + rule entities * why does it work like that? * add to defaults * light break variation pass * ent spawn entry * move some stationevent utility functions to gamerule + add one for finding random tile on specified station * forgot how statistics works * powered light variation pass is good now * station tile count function * public method to ensure all solutions (for procedural use before mapinit) * move gamerulesystem utility funcs to partial * ensure all solutions before spilling in puddlesystem. for use when spilling before mapinit * trash & puddle variation passes! * oh yeah * ehh lets live a little * std * utility for game rule check based on comp * entprotoid the trash spawner oops * generalize trash variation * use added instead of started for secret rule * random cleanup * generic replacement variation system * Wall rusting variation rule * account for modifying while enumerating * use localaabb * fix test * minor tweaks * reinforced wall replacer + puddletweaker (cherry picked from commit cc24ba6a317c4bee84ffa1eda8397c255ca92be9)
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using Content.Server.GameTicking.Rules.VariationPass.Components;
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using Content.Server.Light.Components;
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using Content.Server.Light.EntitySystems;
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using Content.Shared.Light.Components;
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using Robust.Shared.Random;
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namespace Content.Server.GameTicking.Rules.VariationPass;
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/// <inheritdoc cref="PoweredLightVariationPassComponent"/>
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public sealed class PoweredLightVariationPassSystem : VariationPassSystem<PoweredLightVariationPassComponent>
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{
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[Dependency] private readonly PoweredLightSystem _poweredLight = default!;
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protected override void ApplyVariation(Entity<PoweredLightVariationPassComponent> ent, ref StationVariationPassEvent args)
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{
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var query = AllEntityQuery<PoweredLightComponent, TransformComponent>();
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while (query.MoveNext(out var uid, out var comp, out var xform))
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{
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if (!IsMemberOfStation((uid, xform), ref args))
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continue;
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if (Random.Prob(ent.Comp.LightBreakChance))
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{
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var proto = comp.BulbType switch
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{
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LightBulbType.Tube => ent.Comp.BrokenLightTubePrototype,
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_ => ent.Comp.BrokenLightBulbPrototype,
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};
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_poweredLight.ReplaceSpawnedPrototype((uid, comp), proto);
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continue;
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}
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if (!Random.Prob(ent.Comp.LightAgingChance))
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continue;
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if (comp.BulbType == LightBulbType.Tube)
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{
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// some aging fluorescents (tubes) start to flicker
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// its also way too annoying right now so we wrap it in another prob lol
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if (Random.Prob(ent.Comp.AgedLightTubeFlickerChance))
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_poweredLight.ToggleBlinkingLight(uid, comp, true);
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_poweredLight.ReplaceSpawnedPrototype((uid, comp), ent.Comp.AgedLightTubePrototype);
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}
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else
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{
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_poweredLight.ReplaceSpawnedPrototype((uid, comp), ent.Comp.AgedLightBulbPrototype);
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}
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}
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}
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}
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