--- /dev/null
+using System.Numerics;
+using Content.Server.Spawners.Components;
+using Content.Server.Spawners.EntitySystems;
+using Content.Shared.Random;
+using Content.Shared.Random.Helpers;
+using Robust.Server.GameObjects;
+using Robust.Shared.Prototypes;
+using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
+using Robust.Shared.Spawners;
+
+namespace Content.Server.Destructible.Thresholds.Behaviors;
+
+/// <summary>
+/// Behavior that can be assigned to a trigger that that takes a <see cref="WeightedRandomEntityPrototype"/>
+/// and spawns a number of the same entity between a given min and max
+/// at a random offset from the final position of the entity.
+/// </summary>
+[Serializable]
+[DataDefinition]
+public sealed partial class WeightedSpawnEntityBehavior : IThresholdBehavior
+{
+ /// <summary>
+ /// A table of entities with assigned weights to randomly pick from
+ /// </summary>
+ [DataField(required: true)]
+ public ProtoId<WeightedRandomEntityPrototype> WeightedEntityTable;
+
+ /// <summary>
+ /// How far away to spawn the entity from the parent position
+ /// </summary>
+ [DataField]
+ public float SpawnOffset = 1;
+
+ /// <summary>
+ /// The mininum number of entities to spawn randomly
+ /// </summary>
+ [DataField]
+ public int MinSpawn = 1;
+
+ /// <summary>
+ /// The max number of entities to spawn randomly
+ /// </summary>
+ [DataField]
+ public int MaxSpawn = 1;
+
+ /// <summary>
+ /// Time in seconds to wait before spawning entities
+ /// </summary>
+ [DataField]
+ public float SpawnAfter;
+
+ public void Execute(EntityUid uid, DestructibleSystem system, EntityUid? cause = null)
+ {
+ // Get the position at which to start initially spawning entities
+ var transform = system.EntityManager.System<TransformSystem>();
+ var position = transform.GetMapCoordinates(uid);
+ // Helper function used to randomly get an offset to apply to the original position
+ Vector2 GetRandomVector() => new (system.Random.NextFloat(-SpawnOffset, SpawnOffset), system.Random.NextFloat(-SpawnOffset, SpawnOffset));
+ // Randomly pick the entity to spawn and randomly pick how many to spawn
+ var entity = system.PrototypeManager.Index(WeightedEntityTable).Pick(system.Random);
+ var amountToSpawn = system.Random.NextFloat(MinSpawn, MaxSpawn);
+
+ // Different behaviors for delayed spawning and immediate spawning
+ if (SpawnAfter != 0)
+ {
+ // if it fails to get the spawner, this won't ever work so just return
+ if (!system.PrototypeManager.TryIndex("TemporaryEntityForTimedDespawnSpawners", out var tempSpawnerProto))
+ return;
+
+ // spawn the spawner, assign it a lifetime, and assign the entity that it will spawn when despawned
+ for (var i = 0; i < amountToSpawn; i++)
+ {
+ var spawner = system.EntityManager.SpawnEntity(tempSpawnerProto.ID, position.Offset(GetRandomVector()));
+ system.EntityManager.EnsureComponent<TimedDespawnComponent>(spawner, out var timedDespawnComponent);
+ timedDespawnComponent.Lifetime = SpawnAfter;
+ system.EntityManager.EnsureComponent<SpawnOnDespawnComponent>(spawner, out var spawnOnDespawnComponent);
+ system.EntityManager.System<SpawnOnDespawnSystem>().SetPrototype((spawner, spawnOnDespawnComponent), entity);
+ }
+ }
+ else
+ {
+ // directly spawn the desired entities
+ for (var i = 0; i < amountToSpawn; i++)
+ {
+ system.EntityManager.SpawnEntity(entity, position.Offset(GetRandomVector()));
+ }
+ }
+ }
+}