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https://github.com/space-syndicate/space-station-14.git
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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
62 lines
2.2 KiB
C#
62 lines
2.2 KiB
C#
using Content.Server.Antag;
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using Content.Server.StationEvents.Components;
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using Content.Shared.Antag;
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using Content.Shared.GameTicking.Components;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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namespace Content.Server.StationEvents.Events;
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/// <summary>
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/// Station event component for spawning this rules antags in space around a station.
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/// </summary>
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public sealed partial class SpaceSpawnRule : StationEventSystem<SpaceSpawnRuleComponent>
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{
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[Dependency] private SharedTransformSystem _transform = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SpaceSpawnRuleComponent, AntagSelectLocationEvent>(OnSelectLocation);
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}
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protected override void Added(EntityUid uid, SpaceSpawnRuleComponent comp, GameRuleComponent gameRule, GameRuleAddedEvent args)
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{
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base.Added(uid, comp, gameRule, args);
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if (!Station.TryGetRandomStation(out var station))
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{
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ForceEndSelf(uid, gameRule);
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return;
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}
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// find a station grid
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var gridUid = Station.GetLargestGrid(station.Value.Owner);
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if (gridUid == null || !TryComp<MapGridComponent>(gridUid, out var grid))
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{
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Sawmill.Warning("Chosen station has no grids, cannot pick location for {ToPrettyString(uid):rule}");
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ForceEndSelf(uid, gameRule);
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return;
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}
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// figure out its AABB size and use that as a guide to how far the spawner should be
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var size = grid.LocalAABB.Size.Length() / 2;
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var distance = size + comp.SpawnDistance;
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var angle = RobustRandom.NextAngle();
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// position relative to station center
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var location = angle.ToVec() * distance;
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// create the spawner!
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var xform = Transform(gridUid.Value);
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var position = _transform.GetWorldPosition(xform) + location;
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comp.Coords = new MapCoordinates(position, xform.MapID);
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Sawmill.Info($"Picked location {comp.Coords} for {ToPrettyString(uid):rule}");
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}
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private void OnSelectLocation(Entity<SpaceSpawnRuleComponent> ent, ref AntagSelectLocationEvent args)
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{
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if (ent.Comp.Coords is {} coords)
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args.Coordinates.Add(coords);
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}
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}
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