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Namespace Content.Shared.Random

Classes

AlwaysTrueRule

Always returns true. Used for fallbacks.

GridInRangeRule

Returns true if on a grid or in range of one.

InSpaceRule

Returns true if the attached entity is in space.

NearbyAccessRule

Checks for an entity nearby with the specified access.

NearbyComponentsRule

NearbyEntitiesRule

Checks for entities matching the whitelist in range. This is more expensive than NearbyComponentsRule so prefer that!

NearbyTilesPercentRule

OnMapGridRule

Returns true if griduid and mapuid match (AKA on 'planet').

RandomFillSolution

Data that specifies reagents that share the same weight and quantity for use with WeightedRandomSolution.

RandomSystem

RulesPrototype

Rules-based item selection. Can be used for any sort of conditional selection Every single condition needs to be true for this to be selected. e.g. "choose maintenance audio if 90% of tiles nearby are maintenance tiles"

RulesRule

RulesSystem

WeightedRandomEntityPrototype

Linter-friendly version of weightedRandom for Entity prototypes.

WeightedRandomFillSolutionPrototype

Random weighting dataset for solutions, able to specify reagents quantity.

WeightedRandomOrePrototype

Linter-friendly version of weightedRandom for Ore prototypes.

WeightedRandomPrototype

Generic random weighting dataset to use.

WeightedRandomSpeciesPrototype

Linter-friendly version of weightedRandom for Species prototypes.

Interfaces

IBudgetEntry

Budgeted random spawn entry.

IProbEntry

Random entry that has a prob. See RandomSystem

IWeightedRandomPrototype

IWeightedRandomPrototype implements a dictionary of strings to float weights to be used with Pick(IWeightedRandomPrototype, IRobustRandom).

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