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* Restarting files from scratch * reduce file count, more progress * Additional partial work * update 1 * update 2 * TODO execution * fix * Update PlantGrowthComponent.cs * fix 1 * growth correction * PlantGrowthComponent * update 99 * last update * oops * Update vegan-meatball.yml * Data loss * ToxinsComponent * Default components * minor fix * PlantTraitsComponent * fix error * fix error 2 * Copy growth components * last update within this PR * AutoHarvestGrowth remote * Viable * fix * Fix growth rate * Improvements to the YAML * merge update * fix * code cleanup * TODO * fix * oops * oops 2 * more TODO * fix names * fix names oops * Harvest bug fixes * fix tests * refactor: cleanup after mering master * Update ConsumeExudeGasGrowthSystem.cs * refactor: make this piece of happiness and ponies work * review * oops * fix <summary> * Separation of plant components into PlantComponent and PlantTraitsComponent and cleaning * EnsureUniqueSeed * refactor: change Resolve to TryComp where appropriate * refactor: review comments - try get for components, clenaups * refactor: minor yaml cleanups * fixing trifles * botany-rework-part-3 * API and mutations * minor fixes * Update WeedPestGrowthSystem.cs * Update plants.yml * PlantChemicals * YAMLLinter * review and some lost code * YAMLLinter part 2 * plants.yml * Aaaa tests * seedId * clone plant component * Update clone.yml * refactor: remove suppress possible null reference exception * refactor: changed HasPlantAlive to TryGetAlivePlant, minor cleanup * Separation of tray and plant * oops * PlantingPlant * a little more cleaning * oops 2 * botany-rework-part-4 * predict and API * Field OldAgeDamage * oops * YMAL * YMAL 2 * YMAAAAAL * Update PlantToxinsSystem.cs * review * Update randomMutations.yml * minor fix design * Updates the plants visuals not every frame * bug fixes * some fixes * bugfix and renames * Dirty * Replace ComponentRegistry * unnecessary API * fix merge * build * build 2 * Review by AJCM * del PlantDataComponent and fix harvest * fix all * final review * Update PlantTrayVisualizerSystem.cs * fix merge * Update PlantTraitsComponent.cs * Traits LocId fix * Update SpawnEntitiesBehavior.cs * aaaaaaaaa * fix all part 2 * PlantDataComponent revert * aoao * fix all part 3 * Update PlantTraitsComponent.cs * Update clone.yml * Reviews --------- Co-authored-by: PraxisMapper <praxismapper@gmail.com> Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru> Co-authored-by: Princess Cheeseballs <66055347+Princess-Cheeseballs@users.noreply.github.com> Co-authored-by: AJCM-git <ajcm_mail@disroot.org>
37 lines
1.3 KiB
C#
37 lines
1.3 KiB
C#
using System.Numerics;
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using Content.Shared.Random.Helpers;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Shared.Random;
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/// <summary>
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/// System containing various content-related random helpers.
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/// </summary>
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public sealed partial class RandomHelperSystem : EntitySystem
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{
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[Dependency] private IGameTiming _timing = default!;
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[Dependency] private SharedTransformSystem _transform = default!;
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public void RandomOffset(EntityUid entity, float minX, float maxX, float minY, float maxY, IRobustRandom? random = null)
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{
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random ??= SharedRandomExtensions.PredictedRandom(_timing, GetNetEntity(entity));
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var randomX = random.NextFloat() * (maxX - minX) + minX;
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var randomY = random.NextFloat() * (maxY - minY) + minY;
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var offset = new Vector2(randomX, randomY);
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var xform = Transform(entity);
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_transform.SetLocalPosition(entity, xform.LocalPosition + offset, xform);
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}
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public void RandomOffset(EntityUid entity, float min, float max, IRobustRandom? random = null)
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{
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RandomOffset(entity, min, max, min, max, random);
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}
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public void RandomOffset(EntityUid entity, float value, IRobustRandom? random = null)
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{
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RandomOffset(entity, -value, value, random);
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}
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}
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