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* Add support for contextual information in EntityTables (#37737) * Add context support for entityTables * fix build fail * comments * Update Content.Shared/EntityTable/EntityTableSystem.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> (cherry picked from commit e92b6b6a7e2ed2e5f7473321e391394f28b9ee4a) * Multiantag Gamemode (#37783) Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> Co-authored-by: Southbridge <7013162+southbridge-fur@users.noreply.github.com> Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com> (cherry picked from commit f23e8c286153b5742de258a4e722803a1a4fba78) * Гейммоды * Ребаланс цен * Фикс линтера * Баланс бюджета + фикс повторения --------- Co-authored-by: Nemanja <98561806+emogarbage404@users.noreply.github.com>
37 lines
1.1 KiB
C#
37 lines
1.1 KiB
C#
using Content.Shared.Random.Helpers;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.EntityTable.EntitySelectors;
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/// <summary>
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/// Gets the spawns from one of the child selectors, based on the weight of the children
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/// </summary>
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public sealed partial class GroupSelector : EntityTableSelector
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{
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[DataField(required: true)]
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public List<EntityTableSelector> Children = new();
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protected override IEnumerable<EntProtoId> GetSpawnsImplementation(System.Random rand,
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IEntityManager entMan,
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IPrototypeManager proto,
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EntityTableContext ctx)
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{
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var children = new Dictionary<EntityTableSelector, float>(Children.Count);
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foreach (var child in Children)
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{
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// Don't include invalid groups
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if (!child.CheckConditions(entMan, proto, ctx))
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continue;
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children.Add(child, child.Weight);
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}
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if (children.Count == 0)
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return Array.Empty<EntProtoId>();
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var pick = SharedRandomExtensions.Pick(children, rand);
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return pick.GetSpawns(rand, entMan, proto, ctx);
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}
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}
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