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2026-01-24 12:49:55 +03:00

34 lines
1.1 KiB
C#

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