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).