* Give moldy food the "Trash" tag (#29380) Make moldy food items have the "Trash" tag, so they can be collected. * Add "Structure" tag to switches, buttons, and levers (#29378) shit Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es> * Revamped Meteor Swarm (#28974) * meteor code and balanced values * Meteor Swarms * Update meteors.yml * Update meteors.yml * HOO! (fix overkill bug and buff space dust) * undo BloodstreamComponent.cs changes * DamageDistribution -> DamageTypes * part 2. * meteor fixes * improve meteor spawning (#29057) * Decrease meteor frequency (#29194) * Make Projectiles Only Hit a Variety of Station Objects Unless Clicked on (#28571) * Revert "Make Projectiles Only Hit a Variety of Station Objects Unless Clicked on (#28571)" This reverts commit 4f934f02f17ce55cabc03b965eb1df7738d63148. * Makes machine parts stackable, removes unused field in stack prototypes (#28434) * Makes machine parts stacks, removes unused field in stack prototypes * forgor * Fix tests * Fixes lathe construction. Yes. This sucks but there's no better way that doesnt involve refactoring machine parts completely * detail * a * Add pressure and temperature warning text to firelocks (#28341) * fix firelocks * missing nukies can be filled in by ghost roles (#28316) * Revert "missing nukies can be filled in by ghost roles (#28316)" This reverts commit 99f13e1e45bc778a4941316fde5d89d7b91337ce. * welding gas mask (#27108) * welding gas mask * eek * Canes + Cane Blade for Syndicate Librarians (#25873) * Cane + Cane Blade * Add - type: ContainerContainer * Add another - type: ContainerContainer * Fix and add proper ContainerContainer component * Add UserInterface component * Remove Space * Stat Changes * review --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Fix stupid NPC. (#26868) * init commit * Review --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * fixes --------- Co-authored-by: VeritableCalamity <34698192+Veritable-Calamity@users.noreply.github.com> Co-authored-by: eoineoineoin <github@eoinrul.es> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: Cojoke <83733158+Cojoke-dot@users.noreply.github.com> Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com> Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: Ps3Moira <113228053+ps3moira@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: Vigers Ray <60344369+VigersRay@users.noreply.github.com>
40 lines
1.6 KiB
C#
40 lines
1.6 KiB
C#
using Content.Server.GameTicking.Rules;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.StationEvents.Components;
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using Content.Shared.Random.Helpers;
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using Robust.Shared.Prototypes;
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namespace Content.Server.StationEvents;
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/// <summary>
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/// This handles scheduling and launching meteors at a station at regular intervals.
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/// TODO: there is 100% a world in which this is genericized and can be used for lots of basic event scheduling
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/// </summary>
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public sealed class MeteorSchedulerSystem : GameRuleSystem<MeteorSchedulerComponent>
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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protected override void Started(EntityUid uid, MeteorSchedulerComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
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{
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base.Started(uid, component, gameRule, args);
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component.NextSwarmTime = Timing.CurTime + RobustRandom.Next(component.MinSwarmDelay, component.MaxSwarmDelay);
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}
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protected override void ActiveTick(EntityUid uid, MeteorSchedulerComponent component, GameRuleComponent gameRule, float frameTime)
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{
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base.ActiveTick(uid, component, gameRule, frameTime);
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if (Timing.CurTime < component.NextSwarmTime)
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return;
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RunSwarm((uid, component));
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component.NextSwarmTime += RobustRandom.Next(component.MinSwarmDelay, component.MaxSwarmDelay);
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}
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private void RunSwarm(Entity<MeteorSchedulerComponent> ent)
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{
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var swarmWeights = _prototypeManager.Index(ent.Comp.Config);
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GameTicker.StartGameRule(swarmWeights.Pick(RobustRandom));
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}
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}
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