CatStation/Content.Server/Antag/MobReplacementRuleSystem.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

38 lines
1.2 KiB
C#

using Content.Server.Antag.Mimic;
using Content.Server.GameTicking.Rules;
using Content.Shared.GameTicking.Components;
using Content.Shared.GameTicking.Rules;
using Content.Shared.VendingMachines.Components;
using Robust.Shared.Map;
using Robust.Shared.Random;
namespace Content.Server.Antag;
public sealed partial class MobReplacementRuleSystem : GameRuleSystem<MobReplacementRuleComponent>
{
[Dependency] private IRobustRandom _random = default!;
protected override void Started(EntityUid uid, MobReplacementRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
{
base.Started(uid, component, gameRule, args);
var query = AllEntityQuery<VendingMachineComponent, TransformComponent>();
var spawns = new List<(EntityUid Entity, EntityCoordinates Coordinates)>();
while (query.MoveNext(out var vendingUid, out _, out var xform))
{
if (!_random.Prob(component.Chance))
continue;
spawns.Add((vendingUid, xform.Coordinates));
}
foreach (var entity in spawns)
{
var coordinates = entity.Coordinates;
Del(entity.Entity);
Spawn(component.Proto, coordinates);
}
}
}