Ice anomaly spawns ice underneath it (#21227)
* added TileAnomalySystem to AnomalyIce * added FloorIce for station * created ice crust entity to spawn under ice anomaly * update draw depth for ice crust * uh oh, added ice-sliding but at what cost * resolved mispredicts * updated sprite alpha, removed appearance component (not used) * fixed function not reflecting event name, left datafield attributes blank, added one comment about saving data (?) --------- Co-authored-by: Yurii Kis <yurii.kis@smartteksas.com>
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@@ -1,7 +1,4 @@
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using Content.Shared.Maps;
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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.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
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namespace Content.Shared.Anomaly.Effects.Components;
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@@ -36,8 +33,21 @@ public sealed partial class EntitySpawnAnomalyComponent : Component
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public float SpawnRange = 5f;
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/// <summary>
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/// The tile that is spawned by the anomaly's effect
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/// Whether or not anomaly spawns entities on Pulse
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/// </summary>
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[DataField("floorTileId", customTypeSerializer: typeof(PrototypeIdSerializer<ContentTileDefinition>)), ViewVariables(VVAccess.ReadWrite)]
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public string FloorTileId = "FloorFlesh";
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public bool SpawnOnPulse = true;
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/// <summary>
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/// Whether or not anomaly spawns entities on SuperCritical
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public bool SpawnOnSuperCritical = true;
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/// <summary>
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/// Whether or not anomaly spawns entities on StabilityChanged
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/// The idea was to spawn entities either on Pulse/Supercritical OR StabilityChanged
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public bool SpawnOnStabilityChanged = false;
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}
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