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
This commit is contained in:
Kara
2024-01-30 22:52:35 -07:00
committed by GitHub
parent 1029142740
commit cc24ba6a31
37 changed files with 977 additions and 148 deletions

View File

@@ -0,0 +1,29 @@
using Content.Server.GameTicking.Rules.VariationPass.Components;
using Content.Shared.Storage;
using Robust.Shared.Random;
namespace Content.Server.GameTicking.Rules.VariationPass;
/// <inheritdoc cref="EntitySpawnVariationPassComponent"/>
public sealed class EntitySpawnVariationPassSystem : VariationPassSystem<EntitySpawnVariationPassComponent>
{
protected override void ApplyVariation(Entity<EntitySpawnVariationPassComponent> ent, ref StationVariationPassEvent args)
{
var totalTiles = Stations.GetTileCount(args.Station);
var dirtyMod = Random.NextGaussian(ent.Comp.TilesPerEntityAverage, ent.Comp.TilesPerEntityStdDev);
var trashTiles = Math.Max((int) (totalTiles * (1 / dirtyMod)), 0);
for (var i = 0; i < trashTiles; i++)
{
if (!TryFindRandomTileOnStation(args.Station, out _, out _, out var coords))
continue;
var ents = EntitySpawnCollection.GetSpawns(ent.Comp.Entities, Random);
foreach (var spawn in ents)
{
SpawnAtPosition(spawn, coords);
}
}
}
}