Ещё больше
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@@ -2,6 +2,7 @@
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using Content.Server.Station.Components;
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using Content.Server.Station.Systems;
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using Content.Server.Xenoarchaeology.XenoArtifacts;
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using Content.Server._White.RandomArtifactDesc;
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using Content.Shared._White;
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using Content.Shared.Damage;
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using Content.Shared.Stacks;
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@@ -9,6 +10,8 @@ using Content.Shared.Item;
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using Robust.Shared.Configuration;
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using Robust.Shared.Random;
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using Robust.Server.GameObjects;
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using Content.Shared.Body.Organ;
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using Content.Shared.Body.Part;
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namespace Content.Server._White.RandomArtifacts;
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@@ -18,6 +21,7 @@ public sealed class RandomArtifactsSystem : EntitySystem
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IConfigurationManager _configurationManager = default!;
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[Dependency] private readonly StationSystem _station = default!;
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[Dependency] private readonly IComponentFactory _componentFactory = default!;
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private float _itemToArtifactRatio; // from 0 to 100. In % percents. Default is 0.4%
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private bool _artifactsEnabled;
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@@ -65,9 +69,19 @@ public sealed class RandomArtifactsSystem : EntitySystem
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if (HasComp<PointLightComponent>(entity))
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continue;
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var artifactComponent = EnsureComp<ArtifactComponent>(entity);
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_artifactsSystem.SafeRandomizeArtifact(entity, ref artifactComponent);
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if (HasComp<OrganComponent>(entity))
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continue;
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if (HasComp<BodyPartComponent>(entity))
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continue;
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// var artifactComponent = EnsureComp<ArtifactComponent>(entity);
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var comp = (ArtifactComponent) _componentFactory.GetComponent("Artifact");
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comp.Owner = entity;
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_artifactsSystem.SafeRandomizeArtifact(entity, ref comp);
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AddComp(entity, comp);
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EnsureComp<RandomArtifactDescComponent>(entity);
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EnsureComp<DamageableComponent>(entity);
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}
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}
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@@ -87,7 +101,11 @@ public sealed class RandomArtifactsSystem : EntitySystem
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foreach (var (_, artifact) in items)
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{
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RemComp<ArtifactComponent>(artifact.Owner);
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if (HasComp<RandomArtifactDescComponent>(artifact.Owner))
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{
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RemComp<ArtifactComponent>(artifact.Owner);
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RemComp<RandomArtifactDescComponent>(artifact.Owner);
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}
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}
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}
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