/datum/component/spawner var/mob_types = list(/mob/living/simple_animal/hostile/carp) var/spawn_time = 300 //30 seconds default var/list/spawned_mobs = list() var/spawn_delay = 0 var/max_mobs = 5 var/spawn_text = "emerges from" var/list/faction = list("mining") COOLDOWN_DECLARE(last_rally) /datum/component/spawner/Initialize(_mob_types, _spawn_time, _faction, _spawn_text, _max_mobs) if(_spawn_time) spawn_time=_spawn_time if(_mob_types) mob_types=_mob_types if(_faction) faction=_faction if(_spawn_text) spawn_text=_spawn_text if(_max_mobs) max_mobs=_max_mobs RegisterSignal(parent, list(COMSIG_PARENT_QDELETING), PROC_REF(stop_spawning)) RegisterSignal(parent, COMSIG_SPAWNER_SET_TARGET, PROC_REF(rally_spawned_mobs)) START_PROCESSING(SSprocessing, src) /datum/component/spawner/process() try_spawn_mob() /datum/component/spawner/proc/stop_spawning(force) STOP_PROCESSING(SSprocessing, src) for(var/mob/living/simple_animal/L in spawned_mobs) if(L.nest == src) L.nest = null spawned_mobs = null /datum/component/spawner/proc/try_spawn_mob() var/atom/P = parent if(length(spawned_mobs) >= max_mobs) return 0 if(spawn_delay > world.time) return 0 spawn_delay = world.time + spawn_time var/chosen_mob_type = pick(mob_types) var/mob/living/simple_animal/L = new chosen_mob_type(P.loc) L.admin_spawned = P.admin_spawned spawned_mobs += L L.nest = src L.faction = src.faction P.visible_message("[L] [spawn_text] [P].") /datum/component/spawner/proc/rally_spawned_mobs(parent, mob/living/target) SIGNAL_HANDLER // COMSIG_SPAWNER_SET_TARGET if(!(COOLDOWN_FINISHED(src, last_rally) && length(spawned_mobs))) return // start the cooldown first, because a rallied mob might fire on // ourselves while this is happening, causing confusion COOLDOWN_START(src, last_rally, 30 SECONDS) for(var/mob/living/simple_animal/hostile/rallied as anything in spawned_mobs) INVOKE_ASYNC(rallied, TYPE_PROC_REF(/mob/living/simple_animal/hostile, aggro_fast), target)