Refactor stations to properly use entity prototypes. (stationsv3) (#16570)
* Update StationSpawningSystem.cs Web-edit to allow feeding in an existing entity. * Update StationSpawningSystem.cs value type moment * Update StationSpawningSystem.cs * Oh goddamnit this is a refactor now. * awawawa * aaaaaaaaaaa * ee * forgot records. * no records? no records. * What's in a name? * Sloth forcing me to do the refactor properly smh. * e * optional evac in test. * tests pls work * awa --------- Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
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@@ -41,7 +41,7 @@ public sealed class BiomePrototype : IPrototype, IInheritingPrototype
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/// </summary>
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[DataField("chunkComponents")]
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[AlwaysPushInheritance]
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public EntityPrototype.ComponentRegistry ChunkComponents { get; } = new();
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public ComponentRegistry ChunkComponents { get; } = new();
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//TODO: Get someone to make this a method on componentregistry that does it Correctly.
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/// <summary>
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@@ -18,7 +18,7 @@ public sealed class WorldgenConfigPrototype : IPrototype
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/// The components that get added to the target map.
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/// </summary>
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[DataField("components", required: true)]
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public EntityPrototype.ComponentRegistry Components { get; } = default!;
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public ComponentRegistry Components { get; } = default!;
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//TODO: Get someone to make this a method on componentregistry that does it Correctly.
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/// <summary>
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