PuddleMessVariationPassSystem.cs 1.4 KB

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  1. using Content.Server.Fluids.EntitySystems;
  2. using Content.Server.GameTicking.Rules.VariationPass.Components;
  3. using Content.Shared.Chemistry.Components;
  4. using Content.Shared.Random.Helpers;
  5. using Robust.Shared.Prototypes;
  6. using Robust.Shared.Random;
  7. namespace Content.Server.GameTicking.Rules.VariationPass;
  8. /// <inheritdoc cref="PuddleMessVariationPassComponent"/>
  9. public sealed class PuddleMessVariationPassSystem : VariationPassSystem<PuddleMessVariationPassComponent>
  10. {
  11. [Dependency] private readonly PuddleSystem _puddle = default!;
  12. [Dependency] private readonly IPrototypeManager _proto = default!;
  13. protected override void ApplyVariation(Entity<PuddleMessVariationPassComponent> ent, ref StationVariationPassEvent args)
  14. {
  15. var totalTiles = Stations.GetTileCount(args.Station);
  16. if (!_proto.TryIndex(ent.Comp.RandomPuddleSolutionFill, out var proto))
  17. return;
  18. var puddleMod = Random.NextGaussian(ent.Comp.TilesPerSpillAverage, ent.Comp.TilesPerSpillStdDev);
  19. var puddleTiles = Math.Max((int) (totalTiles * (1 / puddleMod)), 0);
  20. for (var i = 0; i < puddleTiles; i++)
  21. {
  22. if (!TryFindRandomTileOnStation(args.Station, out _, out _, out var coords))
  23. continue;
  24. var sol = proto.Pick(Random);
  25. _puddle.TrySpillAt(coords, new Solution(sol.reagent, sol.quantity), out _, sound: false);
  26. }
  27. }
  28. }