Restricted range cleanup (#22402)

This commit is contained in:
metalgearsloth
2023-12-12 20:20:33 +11:00
committed by GitHub
parent 90a3a35572
commit 0e7275a74c
4 changed files with 54 additions and 22 deletions

View File

@@ -3,6 +3,7 @@ using System.Numerics;
using Content.Server.Gateway.Components;
using Content.Server.Parallax;
using Content.Server.Procedural;
using Content.Server.Salvage;
using Content.Shared.CCVar;
using Content.Shared.Dataset;
using Content.Shared.Movement.Components;
@@ -36,11 +37,10 @@ public sealed class GatewayGeneratorSystem : EntitySystem
[Dependency] private readonly ITileDefinitionManager _tileDefManager = default!;
[Dependency] private readonly BiomeSystem _biome = default!;
[Dependency] private readonly DungeonSystem _dungeon = default!;
[Dependency] private readonly FixtureSystem _fixtures = default!;
[Dependency] private readonly GatewaySystem _gateway = default!;
[Dependency] private readonly MetaDataSystem _metadata = default!;
[Dependency] private readonly RestrictedRangeSystem _restricted = default!;
[Dependency] private readonly SharedMapSystem _maps = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[ValidatePrototypeId<DatasetPrototype>]
private const string PlanetNames = "names_borer";
@@ -120,8 +120,12 @@ public sealed class GatewayGeneratorSystem : EntitySystem
_metadata.SetEntityName(mapUid, gatewayName);
var origin = new Vector2i(random.Next(-MaxOffset, MaxOffset), random.Next(-MaxOffset, MaxOffset));
var restriction = AddComp<RestrictedRangeComponent>(mapUid);
restriction.Origin = origin;
var restricted = new RestrictedRangeComponent
{
Origin = origin
};
AddComp(mapUid, restricted);
_biome.EnsurePlanet(mapUid, _protoManager.Index<BiomeTemplatePrototype>("Continental"), seed);
var grid = Comp<MapGridComponent>(mapUid);
@@ -145,21 +149,6 @@ public sealed class GatewayGeneratorSystem : EntitySystem
genDest.Seed = seed;
genDest.Generator = uid;
// Enclose the area
var boundaryUid = Spawn(null, originCoords);
var boundaryPhysics = AddComp<PhysicsComponent>(boundaryUid);
var cShape = new ChainShape();
// Don't need it to be a perfect circle, just need it to be loosely accurate.
cShape.CreateLoop(Vector2.Zero, restriction.Range + 1f, false, count: 4);
_fixtures.TryCreateFixture(
boundaryUid,
cShape,
"boundary",
collisionLayer: (int) (CollisionGroup.HighImpassable | CollisionGroup.Impassable | CollisionGroup.LowImpassable),
body: boundaryPhysics);
_physics.WakeBody(boundaryUid, body: boundaryPhysics);
AddComp<BoundaryComponent>(boundaryUid);
// Create the gateway.
var gatewayUid = SpawnAtPosition(generator.Proto, originCoords);
var gatewayComp = Comp<GatewayComponent>(gatewayUid);