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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.Fluids.EntitySystems;
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using Content.Server.GameTicking.Rules.VariationPass.Components;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Random.Helpers;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Server.GameTicking.Rules.VariationPass;
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/// <inheritdoc cref="PuddleMessVariationPassComponent"/>
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public sealed class PuddleMessVariationPassSystem : VariationPassSystem<PuddleMessVariationPassComponent>
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{
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[Dependency] private readonly PuddleSystem _puddle = default!;
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[Dependency] private readonly IPrototypeManager _proto = default!;
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protected override void ApplyVariation(Entity<PuddleMessVariationPassComponent> ent, ref StationVariationPassEvent args)
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{
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var totalTiles = Stations.GetTileCount(args.Station);
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if (!_proto.TryIndex(ent.Comp.RandomPuddleSolutionFill, out var proto))
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return;
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var puddleMod = Random.NextGaussian(ent.Comp.TilesPerSpillAverage, ent.Comp.TilesPerSpillStdDev);
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var puddleTiles = Math.Max((int) (totalTiles * (1 / puddleMod)), 0);
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for (var i = 0; i < puddleTiles; i++)
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{
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if (!TryFindRandomTileOnStation(args.Station, out _, out _, out var coords))
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continue;
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var sol = proto.Pick(Random);
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_puddle.TrySpillAt(coords, new Solution(sol.reagent, sol.quantity), out _, sound: false);
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}
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}
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}
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