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This cherry-pick's Wizden's Antag Refactor, which is needed for all future antag updates, as well as for me to cherry-pick over Cultists(Who are going to need some editing to fit the antag refactor), Changelings, Heretics, and Wizards. I actually selected the White-Dream-Public version of the Antag Refactor, due to it having commits made tailored to our repository, so it comes prepackaged with all the changes necessary for our repo-specific content. https://github.com/frosty-dev/ss14-wwdp/pull/10 Signed-off-by: Timemaster99 <57200767+Timemaster99@users.noreply.github.com> Co-authored-by: ThereDrD <88589686+ThereDrD0@users.noreply.github.com> Co-authored-by: Jeff <velcroboy333@hotmail.com> Co-authored-by: Timemaster99 <57200767+Timemaster99@users.noreply.github.com> Co-authored-by: Timemaster99 <elijahrobot@gmail.com> Co-authored-by: luckywill339@gmail.com <luckywill339@gmail.com> Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com> Co-authored-by: Azzy <azzydev@icloud.com>
115 lines
4.0 KiB
C#
115 lines
4.0 KiB
C#
using System.Numerics;
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using Content.Server.GameTicking;
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using Content.Server.GameTicking.Components;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.Spawners.Components;
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using JetBrains.Annotations;
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using Robust.Shared.Random;
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namespace Content.Server.Spawners.EntitySystems
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{
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[UsedImplicitly]
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public sealed class ConditionalSpawnerSystem : EntitySystem
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{
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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[Dependency] private readonly GameTicker _ticker = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<GameRuleStartedEvent>(OnRuleStarted);
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SubscribeLocalEvent<ConditionalSpawnerComponent, MapInitEvent>(OnCondSpawnMapInit);
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SubscribeLocalEvent<RandomSpawnerComponent, MapInitEvent>(OnRandSpawnMapInit);
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}
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private void OnCondSpawnMapInit(EntityUid uid, ConditionalSpawnerComponent component, MapInitEvent args)
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{
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TrySpawn(uid, component);
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}
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private void OnRandSpawnMapInit(EntityUid uid, RandomSpawnerComponent component, MapInitEvent args)
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{
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Spawn(uid, component);
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if (component.DeleteSpawnerAfterSpawn)
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QueueDel(uid);
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}
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private void OnRuleStarted(ref GameRuleStartedEvent args)
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{
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var query = EntityQueryEnumerator<ConditionalSpawnerComponent>();
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while (query.MoveNext(out var uid, out var spawner))
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{
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RuleStarted(uid, spawner, args);
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}
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}
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public void RuleStarted(EntityUid uid, ConditionalSpawnerComponent component, GameRuleStartedEvent obj)
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{
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if (component.GameRules.Contains(obj.RuleId))
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Spawn(uid, component);
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}
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private void TrySpawn(EntityUid uid, ConditionalSpawnerComponent component)
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{
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if (component.GameRules.Count == 0)
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{
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Spawn(uid, component);
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return;
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}
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foreach (var rule in component.GameRules)
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{
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if (!_ticker.IsGameRuleActive(rule))
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continue;
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Spawn(uid, component);
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return;
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}
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}
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private void Spawn(EntityUid uid, ConditionalSpawnerComponent component)
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{
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if (component.Chance != 1.0f && !_robustRandom.Prob(component.Chance))
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return;
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if (component.Prototypes.Count == 0)
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{
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Log.Warning($"Prototype list in ConditionalSpawnComponent is empty! Entity: {ToPrettyString(uid)}");
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return;
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}
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if (!Deleted(uid))
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EntityManager.SpawnEntity(_robustRandom.Pick(component.Prototypes), Transform(uid).Coordinates);
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}
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private void Spawn(EntityUid uid, RandomSpawnerComponent component)
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{
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if (component.RarePrototypes.Count > 0 && (component.RareChance == 1.0f || _robustRandom.Prob(component.RareChance)))
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{
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EntityManager.SpawnEntity(_robustRandom.Pick(component.RarePrototypes), Transform(uid).Coordinates);
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return;
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}
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if (component.Chance != 1.0f && !_robustRandom.Prob(component.Chance))
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return;
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if (component.Prototypes.Count == 0)
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{
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Log.Warning($"Prototype list in RandomSpawnerComponent is empty! Entity: {ToPrettyString(uid)}");
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return;
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}
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if (Deleted(uid))
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return;
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var offset = component.Offset;
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var xOffset = _robustRandom.NextFloat(-offset, offset);
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var yOffset = _robustRandom.NextFloat(-offset, offset);
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var coordinates = Transform(uid).Coordinates.Offset(new Vector2(xOffset, yOffset));
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EntityManager.SpawnEntity(_robustRandom.Pick(component.Prototypes), coordinates);
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}
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}
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}
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