Build a leaner list during spawn selection (#18597)
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
This commit is contained in:
@@ -215,28 +215,33 @@ public sealed class ArrivalsSystem : EntitySystem
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if (!HasComp<StationArrivalsComponent>(ev.Station))
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return;
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var points = EntityQuery<SpawnPointComponent, TransformComponent>().ToList();
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_random.Shuffle(points);
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TryGetArrivals(out var arrivals);
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if (TryComp<TransformComponent>(arrivals, out var arrivalsXform))
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{
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var mapId = arrivalsXform.MapID;
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foreach (var (spawnPoint, xform) in points)
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var points = EntityQueryEnumerator<SpawnPointComponent, TransformComponent>();
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var possiblePositions = new List<EntityCoordinates>();
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while ( points.MoveNext(out var uid, out var spawnPoint, out var xform))
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{
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if (spawnPoint.SpawnType != SpawnPointType.LateJoin || xform.MapID != mapId)
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continue;
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possiblePositions.Add(xform.Coordinates);
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}
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if (possiblePositions.Count > 0)
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{
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var spawnLoc = _random.Pick(possiblePositions);
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ev.SpawnResult = _stationSpawning.SpawnPlayerMob(
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xform.Coordinates,
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spawnLoc,
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ev.Job,
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ev.HumanoidCharacterProfile,
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ev.Station);
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EnsureComp<PendingClockInComponent>(ev.SpawnResult.Value);
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EnsureComp<AutoOrientComponent>(ev.SpawnResult.Value);
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return;
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}
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}
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}
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@@ -3,6 +3,7 @@ using Content.Server.GameTicking;
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using Content.Server.Shuttles.Components;
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using Content.Server.Spawners.Components;
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using Content.Server.Station.Systems;
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using Robust.Shared.Map;
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using Robust.Shared.Random;
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namespace Content.Server.Spawners.EntitySystems;
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@@ -25,51 +26,49 @@ public sealed class SpawnPointSystem : EntitySystem
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return;
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// TODO: Cache all this if it ends up important.
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var points = EntityQuery<SpawnPointComponent>().ToList();
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_random.Shuffle(points);
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foreach (var spawnPoint in points)
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var points = EntityQueryEnumerator<SpawnPointComponent, TransformComponent>();
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var possiblePositions = new List<EntityCoordinates>();
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EntityCoordinates? firstLoc = null;
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while ( points.MoveNext(out var uid, out var spawnPoint, out var xform))
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{
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var xform = Transform(spawnPoint.Owner);
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if (args.Station != null && _stationSystem.GetOwningStation(spawnPoint.Owner, xform) != args.Station)
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if (args.Station != null && _stationSystem.GetOwningStation(uid, xform) != args.Station)
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continue;
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if (_gameTicker.RunLevel == GameRunLevel.InRound && spawnPoint.SpawnType == SpawnPointType.LateJoin)
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{
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args.SpawnResult = _stationSpawning.SpawnPlayerMob(
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xform.Coordinates,
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args.Job,
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args.HumanoidCharacterProfile,
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args.Station);
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return;
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possiblePositions.Add(xform.Coordinates);
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}
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if (_gameTicker.RunLevel != GameRunLevel.InRound && spawnPoint.SpawnType == SpawnPointType.Job && (args.Job == null || spawnPoint.Job?.ID == args.Job.Prototype.ID))
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{
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args.SpawnResult = _stationSpawning.SpawnPlayerMob(
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xform.Coordinates,
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args.Job,
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args.HumanoidCharacterProfile,
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args.Station);
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return;
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possiblePositions.Add(xform.Coordinates);
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}
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}
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if (possiblePositions.Count == 0)
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{
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// Ok we've still not returned, but we need to put them /somewhere/.
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// TODO: Refactor gameticker spawning code so we don't have to do this!
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foreach (var spawnPoint in points)
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var points2 = EntityQueryEnumerator<SpawnPointComponent, TransformComponent>();
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if (points2.MoveNext(out var uid, out var spawnPoint, out var xform))
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{
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var xform = Transform(spawnPoint.Owner);
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possiblePositions.Add(xform.Coordinates);
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}
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else
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{
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Log.Error("No spawn points were available!");
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return;
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}
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}
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var spawnLoc = _random.Pick(possiblePositions);
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args.SpawnResult = _stationSpawning.SpawnPlayerMob(
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xform.Coordinates,
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spawnLoc,
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args.Job,
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args.HumanoidCharacterProfile,
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args.Station);
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return;
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}
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Logger.ErrorS("spawning", "No spawn points were available!");
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}
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}
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