DungeonData rework (#37172)

* DungeonData rework

Back to fields, serializes better, just make new layers dumby.

* wawawewa

* Fix this

* Fixes

* review

* thanks fork

* fix
This commit is contained in:
metalgearsloth
2025-05-18 03:10:30 +10:00
committed by GitHub
parent d72939ba4b
commit 4afccdd5db
57 changed files with 759 additions and 696 deletions

View File

@@ -76,6 +76,18 @@ public static class EntitySpawnCollection
public float CumulativeProbability { get; set; } = 0f;
}
public static List<string> GetSpawns(ProtoId<EntitySpawnEntryPrototype> proto, IPrototypeManager? protoManager = null, IRobustRandom? random = null)
{
IoCManager.Resolve(ref protoManager, ref random);
return GetSpawns(protoManager.Index(proto).Entries, random);
}
public static List<string?> GetSpawns(ProtoId<EntitySpawnEntryPrototype> proto, System.Random random, IPrototypeManager? protoManager = null)
{
IoCManager.Resolve(ref protoManager);
return GetSpawns(protoManager.Index(proto).Entries, random);
}
/// <summary>
/// Using a collection of entity spawn entries, picks a random list of entity prototypes to spawn from that collection.
/// </summary>