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* 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
33 lines
1.3 KiB
C#
33 lines
1.3 KiB
C#
using Content.Server.Fluids.EntitySystems;
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using Content.Server.GameTicking.Rules.VariationPass.Components;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Random.Helpers;
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using Robust.Shared.Random;
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namespace Content.Server.GameTicking.Rules.VariationPass;
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/// <inheritdoc cref="PuddleMessVariationPassComponent"/>
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public sealed partial class PuddleMessVariationPassSystem : VariationPassSystem<PuddleMessVariationPassComponent>
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{
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[Dependency] private PuddleSystem _puddle = default!;
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protected override void ApplyVariation(Entity<PuddleMessVariationPassComponent> ent, ref StationVariationPassEvent args)
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{
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var totalTiles = Stations.GetTileCount(args.Station.AsNullable());
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if (!ProtoMan.Resolve(ent.Comp.RandomPuddleSolutionFill, out var proto))
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return;
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var puddleMod = Random.NextGaussian(ent.Comp.TilesPerSpillAverage, ent.Comp.TilesPerSpillStdDev);
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var puddleTiles = Math.Max((int) (totalTiles * (1 / puddleMod)), 0);
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for (var i = 0; i < puddleTiles; i++)
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{
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if (!Stations.TryFindRandomTileOnStation(args.Station, out _, out _, out var coords))
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continue;
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var sol = proto.Pick(Random);
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_puddle.TrySpillAt(coords, new Solution(sol.reagent, sol.quantity), out _, sound: false);
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}
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}
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}
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