using Content.Server.GameTicking.Rules.Components; using Content.Server._White.AspectsSystem.Aspects.Components; using Content.Server._White.AspectsSystem.Base; using Content.Server.GameTicking.Components; using Robust.Shared.Random; namespace Content.Server._White.AspectsSystem.Aspects; public sealed class BombassAspect : AspectSystem { [Dependency] private readonly IRobustRandom _random = default!; protected override void Added(EntityUid uid, BombassAspectComponent component, GameRuleComponent gameRule, GameRuleAddedEvent args) { base.Added(uid, component, gameRule, args); SpawnMines(); } private void SpawnMines() { var minMines = _random.Next(40, 60); for (var i = 0; i < minMines; i++) { if (!TryFindRandomTile(out _, out _, out _, out var targetCoords)) break; EntityManager.SpawnEntity("LandMineAspectExplosive", targetCoords); } } }