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
This commit is contained in:
Kara
2024-01-30 22:52:35 -07:00
committed by GitHub
parent 1029142740
commit cc24ba6a31
37 changed files with 977 additions and 148 deletions

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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!;
}

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using Content.Shared.Random;
using Content.Shared.Storage;
using Robust.Shared.Prototypes;
namespace Content.Server.GameTicking.Rules.VariationPass.Components;
/// <summary>
/// This is used for spawning entities randomly dotted around the station in a variation pass.
/// </summary>
[RegisterComponent]
public sealed partial class EntitySpawnVariationPassComponent : Component
{
/// <summary>
/// Number of tiles before we spawn one entity on average.
/// </summary>
[DataField]
public float TilesPerEntityAverage = 50f;
[DataField]
public float TilesPerEntityStdDev = 7f;
/// <summary>
/// Spawn entries for each chosen location.
/// </summary>
[DataField(required: true)]
public List<EntitySpawnEntry> Entities = default!;
}

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using Content.Shared.Light.Components;
using Robust.Shared.Prototypes;
namespace Content.Server.GameTicking.Rules.VariationPass.Components;
/// <summary>
/// This handle randomly destroying lights, causing them to flicker endlessly, or replacing their tube/bulb with different variants.
/// </summary>
[RegisterComponent]
public sealed partial class PoweredLightVariationPassComponent : Component
{
/// <summary>
/// Chance that a light will be replaced with a broken variant.
/// </summary>
[DataField]
public float LightBreakChance = 0.15f;
/// <summary>
/// Chance that a light will be replaced with an aged variant.
/// </summary>
[DataField]
public float LightAgingChance = 0.05f;
[DataField]
public float AgedLightTubeFlickerChance = 0.03f;
[DataField]
public EntProtoId BrokenLightBulbPrototype = "LightBulbBroken";
[DataField]
public EntProtoId BrokenLightTubePrototype = "LightTubeBroken";
[DataField]
public EntProtoId AgedLightBulbPrototype = "LightBulbOld";
[DataField]
public EntProtoId AgedLightTubePrototype = "LightTubeOld";
}

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using Content.Shared.Random;
using Robust.Shared.Prototypes;
namespace Content.Server.GameTicking.Rules.VariationPass.Components;
/// <summary>
/// Handles spilling puddles with various reagents randomly around the station.
/// </summary>
[RegisterComponent]
public sealed partial class PuddleMessVariationPassComponent : Component
{
/// <summary>
/// Tiles before one spill on average.
/// </summary>
[DataField]
public float TilesPerSpillAverage = 600f;
[DataField]
public float TilesPerSpillStdDev = 50f;
/// <summary>
/// Weighted random prototype to use for random messes.
/// </summary>
[DataField(required: true)]
public ProtoId<WeightedRandomFillSolutionPrototype> RandomPuddleSolutionFill = default!;
}

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namespace Content.Server.GameTicking.Rules.VariationPass.Components;
[RegisterComponent]
public sealed partial class ReinforcedWallReplaceVariationPassComponent : Component
{
}

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namespace Content.Server.GameTicking.Rules.VariationPass.Components.ReplacementMarkers;
/// <summary>
/// This component marks replaceable reinforced walls for use with fast queries in variation passes.
/// </summary>
[RegisterComponent]
public sealed partial class ReinforcedWallReplacementMarkerComponent : Component
{
}

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namespace Content.Server.GameTicking.Rules.VariationPass.Components.ReplacementMarkers;
/// <summary>
/// This component marks replaceable walls for use with fast queries in variation passes.
/// </summary>
[RegisterComponent]
public sealed partial class WallReplacementMarkerComponent : Component
{
}

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namespace Content.Server.GameTicking.Rules.VariationPass.Components;
[RegisterComponent]
public sealed partial class WallReplaceVariationPassComponent : Component
{
}