Files
tbd-station-14/Content.Server/GameTicking/Rules/Components/RoundstartStationVariationRuleComponent.cs
Kara cc24ba6a31 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
2024-01-30 21:52:35 -08:00

20 lines
719 B
C#

using Content.Shared.Storage;
using Robust.Shared.Prototypes;
namespace Content.Server.GameTicking.Rules.Components;
/// <summary>
/// This handles starting various roundstart variation rules after a station has been loaded.
/// </summary>
[RegisterComponent]
public sealed partial class RoundstartStationVariationRuleComponent : Component
{
/// <summary>
/// The list of rules that will be started once the map is spawned.
/// Uses <see cref="EntitySpawnEntry"/> to support probabilities for various rules
/// without having to hardcode the probability directly in the rule's logic.
/// </summary>
[DataField(required: true)]
public List<EntitySpawnEntry> Rules = new();
}