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