EntityReplaceVariationPassComponent.cs 1.1 KB

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  1. using Content.Shared.Storage;
  2. using Content.Shared.Whitelist;
  3. using Robust.Shared.Prototypes;
  4. namespace Content.Server.GameTicking.Rules.VariationPass.Components;
  5. /// <summary>
  6. /// This is used for replacing a certain amount of entities with other entities in a variation pass.
  7. ///
  8. /// </summary>
  9. /// <remarks>
  10. /// POTENTIALLY REPLACEABLE ENTITIES MUST BE MARKED WITH A REPLACEMENT MARKER
  11. /// AND HAVE A SYSTEM INHERITING FROM <see cref="BaseEntityReplaceVariationPassSystem{TEntComp,TGameRuleComp}"/>
  12. /// SEE <see cref="WallReplaceVariationPassSystem"/>
  13. /// </remarks>
  14. [RegisterComponent]
  15. public sealed partial class EntityReplaceVariationPassComponent : Component
  16. {
  17. /// <summary>
  18. /// Number of matching entities before one will be replaced on average.
  19. /// </summary>
  20. [DataField(required: true)]
  21. public float EntitiesPerReplacementAverage;
  22. [DataField(required: true)]
  23. public float EntitiesPerReplacementStdDev;
  24. /// <summary>
  25. /// Prototype(s) to replace matched entities with.
  26. /// </summary>
  27. [DataField(required: true)]
  28. public List<EntitySpawnEntry> Replacements = default!;
  29. }