Remove landing pad from expeditions (#17681)

This commit is contained in:
metalgearsloth
2023-06-27 19:55:20 +10:00
committed by GitHub
parent 0b8b107175
commit 0c260e8be4

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@@ -90,10 +90,11 @@ public sealed class SpawnSalvageMissionJob : Job<bool>
.GetMission(_missionParams.MissionType, _missionParams.Difficulty, _missionParams.Seed); .GetMission(_missionParams.MissionType, _missionParams.Difficulty, _missionParams.Seed);
var missionBiome = _prototypeManager.Index<SalvageBiomeMod>(mission.Biome); var missionBiome = _prototypeManager.Index<SalvageBiomeMod>(mission.Biome);
BiomeComponent? biome = null;
if (missionBiome.BiomePrototype != null) if (missionBiome.BiomePrototype != null)
{ {
var biome = _entManager.AddComponent<BiomeComponent>(mapUid); biome = _entManager.AddComponent<BiomeComponent>(mapUid);
var biomeSystem = _entManager.System<BiomeSystem>(); var biomeSystem = _entManager.System<BiomeSystem>();
biomeSystem.SetTemplate(biome, _prototypeManager.Index<BiomeTemplatePrototype>(missionBiome.BiomePrototype)); biomeSystem.SetTemplate(biome, _prototypeManager.Index<BiomeTemplatePrototype>(missionBiome.BiomePrototype));
biomeSystem.SetSeed(biome, mission.Seed); biomeSystem.SetSeed(biome, mission.Seed);
@@ -173,24 +174,14 @@ public sealed class SpawnSalvageMissionJob : Job<bool>
List<Vector2i> reservedTiles = new(); List<Vector2i> reservedTiles = new();
// Setup the landing pad
var landingPadExtents = new Vector2i(landingPadRadius, landingPadRadius);
var tiles = new List<(Vector2i Indices, Tile Tile)>(landingPadExtents.X * landingPadExtents.Y * 2);
// Set the tiles themselves
var landingTile = new Tile(_tileDefManager["FloorSteel"].TileId);
foreach (var tile in grid.GetTilesIntersecting(new Circle(Vector2.Zero, landingPadRadius), false)) foreach (var tile in grid.GetTilesIntersecting(new Circle(Vector2.Zero, landingPadRadius), false))
{ {
if (!_biome.TryGetBiomeTile(mapUid, grid, tile.GridIndices, out _)) if (!_biome.TryGetBiomeTile(mapUid, grid, tile.GridIndices, out _))
continue; continue;
tiles.Add((tile.GridIndices, landingTile));
reservedTiles.Add(tile.GridIndices); reservedTiles.Add(tile.GridIndices);
} }
grid.SetTiles(tiles);
// Mission setup // Mission setup
switch (config) switch (config)
{ {