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* 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)
27 lines
779 B
C#
27 lines
779 B
C#
using Content.Shared.Random;
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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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/// Handles spilling puddles with various reagents randomly around the station.
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/// </summary>
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[RegisterComponent]
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public sealed partial class PuddleMessVariationPassComponent : Component
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{
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/// <summary>
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/// Tiles before one spill on average.
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/// </summary>
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[DataField]
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public float TilesPerSpillAverage = 600f;
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[DataField]
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public float TilesPerSpillStdDev = 50f;
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/// <summary>
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/// Weighted random prototype to use for random messes.
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/// </summary>
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[DataField(required: true)]
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public ProtoId<WeightedRandomFillSolutionPrototype> RandomPuddleSolutionFill = default!;
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}
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