34 lines
1.1 KiB
C#
34 lines
1.1 KiB
C#
using Content.Shared.Storage;
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using Content.Shared.Whitelist;
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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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/// This is used for replacing a certain amount of entities with other entities in a variation pass.
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///
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/// </summary>
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/// <remarks>
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/// POTENTIALLY REPLACEABLE ENTITIES MUST BE MARKED WITH A REPLACEMENT MARKER
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/// AND HAVE A SYSTEM INHERITING FROM <see cref="BaseEntityReplaceVariationPassSystem{TEntComp,TGameRuleComp}"/>
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/// SEE <see cref="WallReplaceVariationPassSystem"/>
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/// </remarks>
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[RegisterComponent]
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public sealed partial class EntityReplaceVariationPassComponent : Component
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{
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/// <summary>
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/// Number of matching entities before one will be replaced on average.
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/// </summary>
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[DataField(required: true)]
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public float EntitiesPerReplacementAverage;
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[DataField(required: true)]
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public float EntitiesPerReplacementStdDev;
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/// <summary>
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/// Prototype(s) to replace matched entities with.
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/// </summary>
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[DataField(required: true)]
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public List<EntitySpawnEntry> Replacements = default!;
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}
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