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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@@ -214,6 +214,21 @@ namespace Content.Server.Light.EntitySystems
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return bulb;
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}
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/// <summary>
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/// Replaces the spawned prototype of a pre-mapinit powered light with a different variant.
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/// </summary>
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public bool ReplaceSpawnedPrototype(Entity<PoweredLightComponent> light, string bulb)
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{
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if (light.Comp.LightBulbContainer.ContainedEntity != null)
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return false;
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if (LifeStage(light.Owner) >= EntityLifeStage.MapInitialized)
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return false;
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light.Comp.HasLampOnSpawn = bulb;
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return true;
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}
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/// <summary>
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/// Try to replace current bulb with a new one
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/// If succeed old bulb just drops on floor
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@@ -241,6 +256,17 @@ namespace Content.Server.Light.EntitySystems
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/// </summary>
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public bool TryDestroyBulb(EntityUid uid, PoweredLightComponent? light = null)
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{
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if (!Resolve(uid, ref light, false))
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return false;
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// if we aren't mapinited,
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// just null the spawned bulb
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if (LifeStage(uid) < EntityLifeStage.MapInitialized)
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{
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light.HasLampOnSpawn = null;
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return true;
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}
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// check bulb state
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var bulbUid = GetBulb(uid, light);
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if (bulbUid == null || !EntityManager.TryGetComponent(bulbUid.Value, out LightBulbComponent? lightBulb))
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