Roundstart variation game rules (#24397)
* Raise `StationPostInitEvent` broadcast * Basic variation pass handling * standardize names + rule entities * why does it work like that? * add to defaults * light break variation pass * ent spawn entry * move some stationevent utility functions to gamerule + add one for finding random tile on specified station * forgot how statistics works * powered light variation pass is good now * station tile count function * public method to ensure all solutions (for procedural use before mapinit) * move gamerulesystem utility funcs to partial * ensure all solutions before spilling in puddlesystem. for use when spilling before mapinit * trash & puddle variation passes! * oh yeah * ehh lets live a little * std * utility for game rule check based on comp * entprotoid the trash spawner oops * generalize trash variation * use added instead of started for secret rule * random cleanup * generic replacement variation system * Wall rusting variation rule * account for modifying while enumerating * use localaabb * fix test * minor tweaks * reinforced wall replacer + puddletweaker
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@@ -21,7 +21,10 @@ public sealed class SecretStartsTest
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await server.WaitAssertion(() =>
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{
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gameTicker.StartGameRule("Secret");
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// this mimics roundflow:
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// rules added, then round starts
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gameTicker.AddGameRule("Secret");
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gameTicker.StartGamePresetRules();
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});
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// Wait three ticks for any random update loops that might happen
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