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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@@ -5,6 +5,7 @@ using Content.Server.Fluids.Components;
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using Content.Server.Spreader;
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using Content.Shared.Chemistry;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Components.SolutionManager;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Chemistry.Reaction;
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using Content.Shared.Chemistry.Reagent;
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@@ -505,11 +506,14 @@ public sealed partial class PuddleSystem : SharedPuddleSystem
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Solution addedSolution,
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bool sound = true,
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bool checkForOverflow = true,
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PuddleComponent? puddleComponent = null)
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PuddleComponent? puddleComponent = null,
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SolutionContainerManagerComponent? sol = null)
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{
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if (!Resolve(puddleUid, ref puddleComponent))
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if (!Resolve(puddleUid, ref puddleComponent, ref sol))
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return false;
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_solutionContainerSystem.EnsureAllSolutions((puddleUid, sol));
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if (addedSolution.Volume == 0 ||
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!_solutionContainerSystem.ResolveSolution(puddleUid, puddleComponent.SolutionName,
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ref puddleComponent.Solution))
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