CatStation/Content.Server/StationEvents/Events/ImmovableRodRule.cs
SnappingOpossum 5fa5ac3853
Fix immovable rod spawning and convert them to use EntityTables (#46264)
* Move immovable rods to entity tables + fix them spawning

* Review

* Missed some whitespace.
2026-10-01 18:53:39 +00:00

48 lines
2 KiB
C#

using System.Numerics;
using Content.Server.ImmovableRod;
using Content.Server.StationEvents.Components;
using Content.Server.Weapons.Ranged.Systems;
using Content.Shared.EntityTable;
using Content.Shared.GameTicking.Components;
using Robust.Shared.Spawners;
namespace Content.Server.StationEvents.Events;
/// <summary>
/// Handler for events that spawn an immovable rod at a random point and toss it in a random direction.
/// </summary>
/// <seealso cref="ImmovableRodRuleComponent"/>
public sealed partial class ImmovableRodRule : StationEventSystem<ImmovableRodRuleComponent>
{
[Dependency] private SharedTransformSystem _transform = default!;
[Dependency] private GunSystem _gun = default!;
[Dependency] private EntityTableSystem _entityTable = default!;
protected override void Started(Entity<ImmovableRodRuleComponent, GameRuleComponent> rule, ref GameRuleStartedEvent args)
{
base.Started(rule, ref args);
foreach (var protoName in _entityTable.GetSpawns(rule.Comp1.RodPrototypes))
{
var proto = ProtoMan.Index(protoName);
if (!proto.TryComp<ImmovableRodComponent>(out var rodComp, Factory) ||
!proto.TryComp<TimedDespawnComponent>(out var despawn, Factory))
{
Sawmill.Error($"Invalid immovable rod prototype: {protoName}");
continue;
}
if (!Station.TryFindRandomTile(out _, out _, out _, out var targetCoords))
return;
var speed = RobustRandom.NextFloat(rodComp.MinSpeed, rodComp.MaxSpeed);
var angle = RobustRandom.NextAngle();
var direction = angle.ToVec();
var mapCoords = _transform.ToMapCoordinates(targetCoords);
var spawnCoords = mapCoords.Offset(-direction * speed * despawn.Lifetime / 2);
var rodUid = Spawn(protoName, spawnCoords);
_gun.ShootProjectile(rodUid, direction, Vector2.Zero, rule, speed: speed);
}
}
}