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>
This commit is contained in:
Moony
2023-05-19 15:45:09 -05:00
committed by GitHub
parent 0d9b9e113e
commit e92a8fedab
77 changed files with 1176 additions and 987 deletions

View File

@@ -41,7 +41,7 @@ public sealed class BiomePrototype : IPrototype, IInheritingPrototype
/// </summary>
[DataField("chunkComponents")]
[AlwaysPushInheritance]
public EntityPrototype.ComponentRegistry ChunkComponents { get; } = new();
public ComponentRegistry ChunkComponents { get; } = new();
//TODO: Get someone to make this a method on componentregistry that does it Correctly.
/// <summary>

View File

@@ -18,7 +18,7 @@ public sealed class WorldgenConfigPrototype : IPrototype
/// The components that get added to the target map.
/// </summary>
[DataField("components", required: true)]
public EntityPrototype.ComponentRegistry Components { get; } = default!;
public ComponentRegistry Components { get; } = default!;
//TODO: Get someone to make this a method on componentregistry that does it Correctly.
/// <summary>