using System.Numerics;
using Content.Server.Spawners.Components;
using Content.Server.Spawners.EntitySystems;
using Content.Shared.Random;
using Content.Shared.Random.Helpers;
using Robust.Server.GameObjects;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.Spawners;
namespace Content.Server.Destructible.Thresholds.Behaviors;
///
/// Behavior that can be assigned to a trigger that that takes a
/// and spawns a number of the same entity between a given min and max
/// at a random offset from the final position of the entity.
///
[Serializable]
[DataDefinition]
public sealed partial class WeightedSpawnEntityBehavior : IThresholdBehavior
{
///
/// A table of entities with assigned weights to randomly pick from
///
[DataField(required: true)]
public ProtoId WeightedEntityTable;
///
/// How far away to spawn the entity from the parent position
///
[DataField]
public float SpawnOffset = 1;
///
/// The mininum number of entities to spawn randomly
///
[DataField]
public int MinSpawn = 1;
///
/// The max number of entities to spawn randomly
///
[DataField]
public int MaxSpawn = 1;
///
/// Time in seconds to wait before spawning entities
///
[DataField]
public float SpawnAfter;
public void Execute(EntityUid uid, DestructibleSystem system, EntityUid? cause = null)
{
// Get the position at which to start initially spawning entities
var transform = system.EntityManager.System();
var position = transform.GetMapCoordinates(uid);
// Helper function used to randomly get an offset to apply to the original position
Vector2 GetRandomVector() => new (system.Random.NextFloat(-SpawnOffset, SpawnOffset), system.Random.NextFloat(-SpawnOffset, SpawnOffset));
// Randomly pick the entity to spawn and randomly pick how many to spawn
var entity = system.PrototypeManager.Index(WeightedEntityTable).Pick(system.Random);
var amountToSpawn = system.Random.NextFloat(MinSpawn, MaxSpawn);
// Different behaviors for delayed spawning and immediate spawning
if (SpawnAfter != 0)
{
// if it fails to get the spawner, this won't ever work so just return
if (!system.PrototypeManager.TryIndex("TemporaryEntityForTimedDespawnSpawners", out var tempSpawnerProto))
return;
// spawn the spawner, assign it a lifetime, and assign the entity that it will spawn when despawned
for (var i = 0; i < amountToSpawn; i++)
{
var spawner = system.EntityManager.SpawnEntity(tempSpawnerProto.ID, position.Offset(GetRandomVector()));
system.EntityManager.EnsureComponent(spawner, out var timedDespawnComponent);
timedDespawnComponent.Lifetime = SpawnAfter;
system.EntityManager.EnsureComponent(spawner, out var spawnOnDespawnComponent);
system.EntityManager.System().SetPrototype((spawner, spawnOnDespawnComponent), entity);
}
}
else
{
// directly spawn the desired entities
for (var i = 0; i < amountToSpawn; i++)
{
system.EntityManager.SpawnEntity(entity, position.Offset(GetRandomVector()));
}
}
}
}