* 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
28 lines
791 B
C#
28 lines
791 B
C#
using Content.Shared.Random;
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using Content.Shared.Storage;
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using Robust.Shared.Prototypes;
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namespace Content.Server.GameTicking.Rules.VariationPass.Components;
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/// <summary>
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/// This is used for spawning entities randomly dotted around the station in a variation pass.
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/// </summary>
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[RegisterComponent]
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public sealed partial class EntitySpawnVariationPassComponent : Component
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{
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/// <summary>
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/// Number of tiles before we spawn one entity on average.
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/// </summary>
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[DataField]
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public float TilesPerEntityAverage = 50f;
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[DataField]
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public float TilesPerEntityStdDev = 7f;
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/// <summary>
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/// Spawn entries for each chosen location.
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/// </summary>
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[DataField(required: true)]
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public List<EntitySpawnEntry> Entities = default!;
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}
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