Refactor stations to properly use entity prototypes. (stationsv3) (#16570)
* Update StationSpawningSystem.cs Web-edit to allow feeding in an existing entity. * Update StationSpawningSystem.cs value type moment * Update StationSpawningSystem.cs * Oh goddamnit this is a refactor now. * awawawa * aaaaaaaaaaa * ee * forgot records. * no records? no records. * What's in a name? * Sloth forcing me to do the refactor properly smh. * e * optional evac in test. * tests pls work * awa --------- Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
This commit is contained in:
@@ -57,7 +57,6 @@ public sealed class ArrivalsSystem : EntitySystem
|
||||
SubscribeLocalEvent<ArrivalsShuttleComponent, EntityUnpausedEvent>(OnShuttleUnpaused);
|
||||
SubscribeLocalEvent<ArrivalsShuttleComponent, FTLTagEvent>(OnShuttleTag);
|
||||
|
||||
SubscribeLocalEvent<StationInitializedEvent>(OnStationInit);
|
||||
SubscribeLocalEvent<RoundStartingEvent>(OnRoundStarting);
|
||||
SubscribeLocalEvent<ArrivalsShuttleComponent, FTLStartedEvent>(OnArrivalsFTL);
|
||||
|
||||
@@ -207,17 +206,15 @@ public sealed class ArrivalsSystem : EntitySystem
|
||||
}
|
||||
}
|
||||
|
||||
private void OnStationInit(StationInitializedEvent ev)
|
||||
{
|
||||
EnsureComp<StationArrivalsComponent>(ev.Station);
|
||||
}
|
||||
|
||||
private void OnPlayerSpawn(PlayerSpawningEvent ev)
|
||||
{
|
||||
// Only works on latejoin even if enabled.
|
||||
if (!Enabled || _ticker.RunLevel != GameRunLevel.InRound)
|
||||
return;
|
||||
|
||||
if (!HasComp<StationArrivalsComponent>(ev.Station))
|
||||
return;
|
||||
|
||||
var points = EntityQuery<SpawnPointComponent, TransformComponent>().ToList();
|
||||
_random.Shuffle(points);
|
||||
TryGetArrivals(out var arrivals);
|
||||
|
||||
Reference in New Issue
Block a user