CatStation/Content.Server/GameTicking/Rules/VariationPass/EntitySpawnVariationPassSystem.cs
Princess Cheeseballs 2c6ffecf62
Move GameTicker to Shared (#45834)
* Scope creep my ass

* why was this shit not pushed????

* gone...

* fix that

* review plus buildd

* asfsafsafsafsafas

* grug

* burber

* I'll fix this later

* shrimply die

* also this

* it's snerf or snuthin

* assaads

* round snend

* aaaa

* fix this shit for real

* actually, don't start GameRules until MapInit now that I think aboot it.

* forgot u

* don't actually need this part nullable

* Deffer comp removal

* one liner

* do that too

* chungus

* Honestly makes more sense here, plus WHY are we doing all that shit on "GameRuleAdded" rather than GameRuleStarted(?)

* deferred removal :V

* aaaaaaaaaaaaaaa

* whhop

* Whoop

* better

* landmine that I placed for myself then forgot about lmao

* cleanup

* FUCKING `!`

* gotovo

* amogus

* please don't check by metadata I beg

* waawsasfdfsasfa

* sfafsasfafsas

* fdsaasffsasfa

* code

* fix

* fasasffasfasfsad

* chungaas

* I may be stupid

* gra

* graaaaaaaaaaaaaaaaa

* comment

* gra

* clearing is not predicted and would require major refactors, so don't cache on client.

* lame shit :P

* last holes

* nukeopsfsafsasafsfafsa

* why  was that shit public bruh

* bubrbgwahrghfaka

* dynamic

* revert change that did nothing lmao
2026-09-16 19:34:19 +00:00

29 lines
1.1 KiB
C#

using Content.Server.GameTicking.Rules.VariationPass.Components;
using Content.Shared.Storage;
using Robust.Shared.Random;
namespace Content.Server.GameTicking.Rules.VariationPass;
/// <inheritdoc cref="EntitySpawnVariationPassComponent"/>
public sealed partial class EntitySpawnVariationPassSystem : VariationPassSystem<EntitySpawnVariationPassComponent>
{
protected override void ApplyVariation(Entity<EntitySpawnVariationPassComponent> ent, ref StationVariationPassEvent args)
{
var totalTiles = Stations.GetTileCount(args.Station.AsNullable());
var dirtyMod = Random.NextGaussian(ent.Comp.TilesPerEntityAverage, ent.Comp.TilesPerEntityStdDev);
var trashTiles = Math.Max((int) (totalTiles * (1 / dirtyMod)), 0);
for (var i = 0; i < trashTiles; i++)
{
if (!Stations.TryFindRandomTileOnStation(args.Station, out _, out _, out var coords))
continue;
var ents = EntitySpawnCollection.GetSpawns(ent.Comp.Entities, Random);
foreach (var spawn in ents)
{
SpawnAtPosition(spawn, coords);
}
}
}
}