mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-29 23:57:29 +00:00
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
(cherry picked from commit cc24ba6a31)
This commit is contained in:
@@ -12,14 +12,12 @@ namespace Content.Shared.Storage;
|
||||
[DataDefinition]
|
||||
public partial struct EntitySpawnEntry
|
||||
{
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
[DataField("id", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
|
||||
public string? PrototypeId = null;
|
||||
[DataField("id")]
|
||||
public EntProtoId? PrototypeId = null;
|
||||
|
||||
/// <summary>
|
||||
/// The probability that an item will spawn. Takes decimal form so 0.05 is 5%, 0.50 is 50% etc.
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
[DataField("prob")] public float SpawnProbability = 1;
|
||||
|
||||
/// <summary>
|
||||
@@ -43,19 +41,16 @@ public partial struct EntitySpawnEntry
|
||||
/// </code>
|
||||
/// </example>
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
[DataField("orGroup")] public string? GroupId = null;
|
||||
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
[DataField("amount")] public int Amount = 1;
|
||||
[DataField] public int Amount = 1;
|
||||
|
||||
/// <summary>
|
||||
/// How many of this can be spawned, in total.
|
||||
/// If this is lesser or equal to <see cref="Amount"/>, it will spawn <see cref="Amount"/> exactly.
|
||||
/// Otherwise, it chooses a random value between <see cref="Amount"/> and <see cref="MaxAmount"/> on spawn.
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
[DataField("maxAmount")] public int MaxAmount = 1;
|
||||
[DataField] public int MaxAmount = 1;
|
||||
|
||||
public EntitySpawnEntry() { }
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user