Esempio n. 1
0
    public override void Started()
    {
        base.Started();

        // TODO: "safe random" for chems. Right now this includes admin chemicals.
        var allReagents = PrototypeManager.EnumeratePrototypes <ReagentPrototype>()
                          .Where(x => !x.Abstract)
                          .Select(x => x.ID).ToList();

        // This is gross, but not much can be done until event refactor, which needs Dynamic.
        var sound = new SoundPathSpecifier("/Audio/Effects/extinguish.ogg");

        foreach (var(_, transform) in EntityManager.EntityQuery <GasVentPumpComponent, TransformComponent>())
        {
            var solution = new Solution();

            if (!RobustRandom.Prob(0.33f))
            {
                continue;
            }

            if (RobustRandom.Prob(0.05f))
            {
                solution.AddReagent(RobustRandom.Pick(allReagents), 100);
            }
            else
            {
                solution.AddReagent(RobustRandom.Pick(SafeishVentChemicals), 100);
            }

            FoamAreaReactionEffect.SpawnFoam("Foam", transform.Coordinates, solution, RobustRandom.Next(2, 6), 20, 1,
                                             1, sound, EntityManager);
        }
    }
    public override void Started()
    {
        base.Started();

        if (StationSystem.Stations.Count == 0)
        {
            return;                                    // No stations
        }
        var chosenStation = RobustRandom.Pick(StationSystem.Stations.ToList());
        var jobList       = _stationJobs.GetJobs(chosenStation).Keys.ToList();

        // Low chance to completely change up the late-join landscape by closing all positions except infinite slots.
        // Lower chance than the /tg/ equivalent of this event.
        if (RobustRandom.Prob(0.25f))
        {
            var chosenJob = RobustRandom.PickAndTake(jobList);
            _stationJobs.MakeJobUnlimited(chosenStation, chosenJob); // INFINITE chaos.
            foreach (var job in jobList)
            {
                if (_stationJobs.IsJobUnlimited(chosenStation, job))
                {
                    continue;
                }
                _stationJobs.TrySetJobSlot(chosenStation, job, 0);
            }
        }
        else
        {
            // Changing every role is maybe a bit too chaotic so instead change 20-30% of them.
            for (var i = 0; i < RobustRandom.Next((int)(jobList.Count * 0.20), (int)(jobList.Count * 0.30)); i++)
            {
                var chosenJob = RobustRandom.PickAndTake(jobList);
                if (_stationJobs.IsJobUnlimited(chosenStation, chosenJob))
                {
                    continue;
                }

                _stationJobs.TryAdjustJobSlot(chosenStation, chosenJob, RobustRandom.Next(-3, 6));
            }
        }
    }
    public override void Started()
    {
        base.Started();

        var spawnLocations = EntityManager.EntityQuery <VentCritterSpawnLocationComponent, TransformComponent>().ToList();

        RobustRandom.Shuffle(spawnLocations);

        var spawnAmount = RobustRandom.Next(7, 15); // A small colony of critters.

        for (int i = 0; i < spawnAmount && i < spawnLocations.Count - 1; i++)
        {
            var spawnChoice = RobustRandom.Pick(SpawnedPrototypeChoices);
            if (RobustRandom.Prob(0.01f) || i == 0) //small chance for multiple, but always at least 1
            {
                spawnChoice = "SpawnPointGhostRatKing";
            }

            var coords = spawnLocations[i].Item2.Coordinates;
            Sawmill.Info($"Spawning mouse {spawnChoice} at {coords}");
            EntityManager.SpawnEntity(spawnChoice, coords);
        }
    }