Files
OldThink/Content.Server/StationEvents/MeteorSchedulerSystem.cs
ThereDrD0 164251ffa7 Cherrypicks 5 (#399)
* 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

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Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Fix stupid NPC. (#26868)

* init commit

* Review

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Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* fixes

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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>
2024-06-30 10:04:27 +03:00

40 lines
1.6 KiB
C#

using Content.Server.GameTicking.Rules;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.StationEvents.Components;
using Content.Shared.Random.Helpers;
using Robust.Shared.Prototypes;
namespace Content.Server.StationEvents;
/// <summary>
/// This handles scheduling and launching meteors at a station at regular intervals.
/// TODO: there is 100% a world in which this is genericized and can be used for lots of basic event scheduling
/// </summary>
public sealed class MeteorSchedulerSystem : GameRuleSystem<MeteorSchedulerComponent>
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
protected override void Started(EntityUid uid, MeteorSchedulerComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
{
base.Started(uid, component, gameRule, args);
component.NextSwarmTime = Timing.CurTime + RobustRandom.Next(component.MinSwarmDelay, component.MaxSwarmDelay);
}
protected override void ActiveTick(EntityUid uid, MeteorSchedulerComponent component, GameRuleComponent gameRule, float frameTime)
{
base.ActiveTick(uid, component, gameRule, frameTime);
if (Timing.CurTime < component.NextSwarmTime)
return;
RunSwarm((uid, component));
component.NextSwarmTime += RobustRandom.Next(component.MinSwarmDelay, component.MaxSwarmDelay);
}
private void RunSwarm(Entity<MeteorSchedulerComponent> ent)
{
var swarmWeights = _prototypeManager.Index(ent.Comp.Config);
GameTicker.StartGameRule(swarmWeights.Pick(RobustRandom));
}
}