Files
wwdpublic/Content.Server/StationEvents/Events/ImmovableRodRule.cs
VMSolidus 08822e34ba Cherry-Pick Antag Refactor (#734)
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>
2024-08-15 10:11:48 -07:00

40 lines
1.8 KiB
C#

using System.Numerics;
using Content.Server.GameTicking.Components;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.ImmovableRod;
using Content.Server.StationEvents.Components;
using Content.Server.Weapons.Ranged.Systems;
using Robust.Shared.Spawners;
using Robust.Shared.Prototypes;
using TimedDespawnComponent = Robust.Shared.Spawners.TimedDespawnComponent;
namespace Content.Server.StationEvents.Events;
public sealed class ImmovableRodRule : StationEventSystem<ImmovableRodRuleComponent>
{
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly GunSystem _gun = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
protected override void Started(EntityUid uid, ImmovableRodRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
{
base.Started(uid, component, gameRule, args);
var proto = _prototypeManager.Index<EntityPrototype>(component.RodPrototype);
if (proto.TryGetComponent<ImmovableRodComponent>(out var rod) && proto.TryGetComponent<TimedDespawnComponent>(out var despawn))
{
TryFindRandomTile(out _, out _, out _, out var targetCoords);
var speed = RobustRandom.NextFloat(rod.MinSpeed, rod.MaxSpeed);
var angle = RobustRandom.NextAngle();
var direction = angle.ToVec();
var spawnCoords = targetCoords.ToMap(EntityManager, _transform).Offset(-direction * speed * despawn.Lifetime / 2);
var ent = Spawn(component.RodPrototype, spawnCoords);
_gun.ShootProjectile(ent, direction, Vector2.Zero, uid, speed: speed);
}
else
{
Sawmill.Error($"Invalid immovable rod prototype: {component.RodPrototype}");
}
}
}