Files
wwdpublic/Content.Server/GameTicking/Rules/VariationPass/WallReplaceVariationPassSystem.cs
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

12 lines
528 B
C#

using Content.Server.GameTicking.Rules.VariationPass.Components;
using Content.Server.GameTicking.Rules.VariationPass.Components.ReplacementMarkers;
namespace Content.Server.GameTicking.Rules.VariationPass;
/// <summary>
/// This handles the ability to replace entities marked with <see cref="WallReplacementMarkerComponent"/> in a variation pass
/// </summary>
public sealed class WallReplaceVariationPassSystem : BaseEntityReplaceVariationPassSystem<WallReplacementMarkerComponent, WallReplaceVariationPassComponent>
{
}