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wwdpublic/Content.Server/StationEvents/Events/GlimmerMobSpawnRule.cs
sleepyyapril 885ee5a831 Wizmerge for Station AI (#1351)
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# Description

the adding AI is now up to y'all because i'm not touching loadout code
for name datasets, but it shouldn't be too bad from here

---------

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(cherry picked from commit 93ed70acfeda357133a701f637d3faeec02749bb)
2025-01-14 00:13:42 +03:00

79 lines
2.9 KiB
C#

using System.Linq;
using Content.Shared.GameTicking.Components;
using Robust.Shared.Random;
using Content.Server.GameTicking;
using Content.Server.NPC.Components;
using Content.Server.Psionics.Glimmer;
using Content.Server.Station.Systems;
using Content.Server.StationEvents.Components;
using Content.Shared.Psionics.Glimmer;
using Content.Shared.Abilities.Psionics;
using Content.Shared.NPC.Components;
using Robust.Shared.Map;
namespace Content.Server.StationEvents.Events;
public sealed class GlimmerMobRule : StationEventSystem<GlimmerMobRuleComponent>
{
[Dependency] private readonly GameTicker _gameTicker = default!;
[Dependency] private readonly GlimmerSystem _glimmer = default!;
[Dependency] private readonly StationSystem _stations = default!;
protected override void Started(EntityUid uid, GlimmerMobRuleComponent comp, GameRuleComponent gameRule, GameRuleStartedEvent args)
{
base.Started(uid, comp, gameRule, args);
var stations = _gameTicker.GetSpawnableStations();
if (stations.Count <= 0)
return;
List<EntityCoordinates>
glimmerSources = GetCoords<GlimmerSourceComponent>(stations),
normalSpawns = GetCoords<VentCritterSpawnLocationComponent>(stations),
hiddenSpawns = GetCoords<MidRoundAntagSpawnLocationComponent>(stations);
var psionics = EntityQuery<PsionicComponent, NpcFactionMemberComponent>().Count();
var baseCount = Math.Max(1, psionics / comp.MobsPerPsionic);
var multiplier = Math.Max(1, (int) _glimmer.GetGlimmerTier() - (int) comp.GlimmerTier);
var total = baseCount * multiplier;
Log.Info($"Spawning {total} of {comp.MobPrototype} from {ToPrettyString(uid):rule}");
for (var i = 0; i < total; i++)
{
// if we cant get a spawn just give up
if (!TrySpawn(comp, glimmerSources, comp.GlimmerProb) &&
!TrySpawn(comp, normalSpawns, comp.NormalProb) &&
!TrySpawn(comp, hiddenSpawns, comp.HiddenProb))
return;
}
}
private List<EntityCoordinates> GetCoords<T>(List<EntityUid> allowedStations) where T : IComponent
{
var coords = new List<EntityCoordinates>();
var query = EntityQueryEnumerator<T, TransformComponent>();
while (query.MoveNext(out var uid, out _, out var xform))
{
var station = _stations.GetOwningStation(uid, xform);
if (station is null || !allowedStations.Contains(station.Value))
continue;
coords.Add(xform.Coordinates);
}
return coords;
}
private bool TrySpawn(GlimmerMobRuleComponent comp, List<EntityCoordinates> spawns, float prob)
{
if (spawns.Count == 0 || !RobustRandom.Prob(prob))
return false;
var coords = RobustRandom.Pick(spawns);
Spawn(comp.MobPrototype, coords);
return true;
}
}