Delta-v/Content.Server/GameTicking/Rules/Components
Kara d35e2f39a7
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 cc24ba6a317c4bee84ffa1eda8397c255ca92be9)
2024-02-08 12:03:43 +01:00
..
ActiveGameRuleComponent.cs Sync master up to 1/10 (#74) 2023-10-03 14:15:46 -05:00
DeathMatchRuleComponent.cs 1v1 me first to 31 no powerups [Deathmatch Gamemode] (#19467) 2023-08-30 18:06:15 -07:00
EndedGameRuleComponent.cs Sync master up to 1/10 (#74) 2023-10-03 14:15:46 -05:00
GameRuleComponent.cs Sync master up to 1/10 (#74) 2023-10-03 14:15:46 -05:00
GenericAntagRuleComponent.cs move ninja objectives code into generic antag system (#20186) 2023-09-27 21:59:12 +02:00
InactivityRuleComponent.cs Refactor serialization copying to use source generators (#19412) 2023-08-22 18:14:33 -07:00
KillCalloutRuleComponent.cs 1v1 me first to 31 no powerups [Deathmatch Gamemode] (#19467) 2023-08-30 18:06:15 -07:00
MaxTimeRestartRuleComponent.cs Refactor serialization copying to use source generators (#19412) 2023-08-22 18:14:33 -07:00
NinjaRuleComponent.cs use weighted random for ninja threats (#20469) 2023-09-27 21:59:12 +02:00
NukeOperativeSpawnerComponent.cs Refactor serialization copying to use source generators (#19412) 2023-08-22 18:14:33 -07:00
NukeOpsShuttleComponent.cs Give nukies the ability to declare war for a TC boost (#19291) 2023-08-29 23:56:20 -08:00
NukeopsRuleComponent.cs Operations (#21154) 2023-11-19 22:16:37 +01:00
PiratesRuleComponent.cs Refactor minds to be entities with components, make roles components (#19591) 2023-08-28 16:53:24 -07:00
RespawnDeadRuleComponent.cs 1v1 me first to 31 no powerups [Deathmatch Gamemode] (#19467) 2023-08-30 18:06:15 -07:00
RespawnTrackerComponent.cs 1v1 me first to 31 no powerups [Deathmatch Gamemode] (#19467) 2023-08-30 18:06:15 -07:00
RevolutionaryRuleComponent.cs headrev spawn music (#21119) 2023-10-31 18:48:53 +01:00
RoundstartStationVariationRuleComponent.cs Roundstart variation game rules (#24397) 2024-02-08 12:03:43 +01:00
SandboxRuleComponent.cs Refactor serialization copying to use source generators (#19412) 2023-08-22 18:14:33 -07:00
SecretRuleComponent.cs Refactor serialization copying to use source generators (#19412) 2023-08-22 18:14:33 -07:00
StationVariationPassRuleComponent.cs Roundstart variation game rules (#24397) 2024-02-08 12:03:43 +01:00
ThiefRuleComponent.cs Thief hotfix (#22976) 2024-01-22 18:38:38 +01:00
TraitorRuleComponent.cs Un-revert IPlayerManager refactor (#21244) 2023-10-31 19:00:44 +01:00
ZombieRuleComponent.cs Zombie round shuttle autocall waits until more crew are zombied. (#24379) 2024-01-27 23:42:38 +01:00