Meteors now leave behind a bit of ore (#30419)
* Meteors that leave behind asteroid ore * bigger offset * Bit more generic * Better defaults * hrm? * I HATE CUSTOM SERIALIZERS * More comments * renamed a variable --------- Co-authored-by: plykiya <plykiya@protonmail.com>
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@@ -0,0 +1,89 @@
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using System.Numerics;
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using Content.Server.Spawners.Components;
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using Content.Server.Spawners.EntitySystems;
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using Content.Shared.Random;
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using Content.Shared.Random.Helpers;
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using Robust.Server.GameObjects;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using Robust.Shared.Spawners;
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namespace Content.Server.Destructible.Thresholds.Behaviors;
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/// <summary>
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/// Behavior that can be assigned to a trigger that that takes a <see cref="WeightedRandomEntityPrototype"/>
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/// and spawns a number of the same entity between a given min and max
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/// at a random offset from the final position of the entity.
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/// </summary>
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[Serializable]
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[DataDefinition]
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public sealed partial class WeightedSpawnEntityBehavior : IThresholdBehavior
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{
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/// <summary>
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/// A table of entities with assigned weights to randomly pick from
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/// </summary>
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[DataField(required: true)]
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public ProtoId<WeightedRandomEntityPrototype> WeightedEntityTable;
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/// <summary>
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/// How far away to spawn the entity from the parent position
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/// </summary>
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[DataField]
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public float SpawnOffset = 1;
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/// <summary>
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/// The mininum number of entities to spawn randomly
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/// </summary>
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[DataField]
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public int MinSpawn = 1;
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/// <summary>
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/// The max number of entities to spawn randomly
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/// </summary>
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[DataField]
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public int MaxSpawn = 1;
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/// <summary>
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/// Time in seconds to wait before spawning entities
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/// </summary>
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[DataField]
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public float SpawnAfter;
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public void Execute(EntityUid uid, DestructibleSystem system, EntityUid? cause = null)
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{
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// Get the position at which to start initially spawning entities
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var transform = system.EntityManager.System<TransformSystem>();
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var position = transform.GetMapCoordinates(uid);
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// Helper function used to randomly get an offset to apply to the original position
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Vector2 GetRandomVector() => new (system.Random.NextFloat(-SpawnOffset, SpawnOffset), system.Random.NextFloat(-SpawnOffset, SpawnOffset));
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// Randomly pick the entity to spawn and randomly pick how many to spawn
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var entity = system.PrototypeManager.Index(WeightedEntityTable).Pick(system.Random);
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var amountToSpawn = system.Random.NextFloat(MinSpawn, MaxSpawn);
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// Different behaviors for delayed spawning and immediate spawning
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if (SpawnAfter != 0)
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{
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// if it fails to get the spawner, this won't ever work so just return
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if (!system.PrototypeManager.TryIndex("TemporaryEntityForTimedDespawnSpawners", out var tempSpawnerProto))
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return;
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// spawn the spawner, assign it a lifetime, and assign the entity that it will spawn when despawned
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for (var i = 0; i < amountToSpawn; i++)
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{
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var spawner = system.EntityManager.SpawnEntity(tempSpawnerProto.ID, position.Offset(GetRandomVector()));
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system.EntityManager.EnsureComponent<TimedDespawnComponent>(spawner, out var timedDespawnComponent);
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timedDespawnComponent.Lifetime = SpawnAfter;
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system.EntityManager.EnsureComponent<SpawnOnDespawnComponent>(spawner, out var spawnOnDespawnComponent);
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system.EntityManager.System<SpawnOnDespawnSystem>().SetPrototype((spawner, spawnOnDespawnComponent), entity);
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}
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}
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else
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{
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// directly spawn the desired entities
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for (var i = 0; i < amountToSpawn; i++)
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{
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system.EntityManager.SpawnEntity(entity, position.Offset(GetRandomVector()));
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}
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}
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}
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}
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@@ -1,4 +1,5 @@
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using Content.Server.Spawners.Components;
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using Content.Server.Spawners.Components;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Spawners;
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using Robust.Shared.Spawners;
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namespace Content.Server.Spawners.EntitySystems;
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namespace Content.Server.Spawners.EntitySystems;
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@@ -19,4 +20,9 @@ public sealed class SpawnOnDespawnSystem : EntitySystem
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Spawn(comp.Prototype, xform.Coordinates);
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Spawn(comp.Prototype, xform.Coordinates);
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}
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}
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public void SetPrototype(Entity<SpawnOnDespawnComponent> entity, EntProtoId prototype)
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{
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entity.Comp.Prototype = prototype;
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}
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}
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}
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11
Resources/Prototypes/Entities/Markers/Spawners/temp.yml
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11
Resources/Prototypes/Entities/Markers/Spawners/temp.yml
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- type: entity
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id: TemporaryEntityForTimedDespawnSpawners
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categories: [ HideSpawnMenu, Spawner ]
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components:
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- type: Transform
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anchored: True
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- type: Physics
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bodyType: Static
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canCollide: false
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- type: TimedDespawn
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# we can't declare the SpawnOnDespawnComponent because the entity is required on yml
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@@ -112,6 +112,11 @@
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sound:
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sound:
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collection: MetalBreak
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collection: MetalBreak
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- !type:ExplodeBehavior
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- !type:ExplodeBehavior
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- !type:WeightedSpawnEntityBehavior
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weightedEntityTable: "MeteorSpawnAsteroidWallTable"
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minSpawn: 2
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maxSpawn: 4
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spawnAfter: 0.5
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- type: entity
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- type: entity
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parent: BaseMeteor
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parent: BaseMeteor
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@@ -147,6 +152,12 @@
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sound:
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sound:
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collection: MetalBreak
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collection: MetalBreak
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- !type:ExplodeBehavior
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- !type:ExplodeBehavior
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- !type:WeightedSpawnEntityBehavior
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weightedEntityTable: "MeteorSpawnAsteroidWallTable"
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spawnOffset: 2
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minSpawn: 3
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maxSpawn: 6
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spawnAfter: 0.5
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- type: entity
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- type: entity
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parent: BaseMeteor
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parent: BaseMeteor
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@@ -169,6 +180,12 @@
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sound:
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sound:
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collection: MetalBreak
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collection: MetalBreak
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- !type:ExplodeBehavior
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- !type:ExplodeBehavior
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- !type:WeightedSpawnEntityBehavior
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weightedEntityTable: "MeteorSpawnAsteroidWallTable"
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spawnOffset: 3
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minSpawn: 5
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maxSpawn: 8
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spawnAfter: 0.5
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- type: entity
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- type: entity
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parent: BaseMeteor
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parent: BaseMeteor
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@@ -17,6 +17,20 @@
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GameRuleMeteorSwarmLarge: 5
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GameRuleMeteorSwarmLarge: 5
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GameRuleUristSwarm: 0.05
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GameRuleUristSwarm: 0.05
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- type: weightedRandomEntity
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id: MeteorSpawnAsteroidWallTable
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weights:
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AsteroidRock: 10
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AsteroidRockCoal: 5
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AsteroidRockQuartz: 5
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AsteroidRockTin: 5
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AsteroidRockSilver: 2
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AsteroidRockGold: 2
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AsteroidRockPlasma: 2
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AsteroidRockDiamond: 2
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AsteroidRockUranium: 0.5
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AsteroidRockBananium: 0.5
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- type: entity
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- type: entity
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parent: BaseGameRule
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parent: BaseGameRule
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id: GameRuleMeteorSwarm
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id: GameRuleMeteorSwarm
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