Build a leaner list during spawn selection (#18597)

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
This commit is contained in:
Tom Leys
2023-08-05 23:51:25 +12:00
committed by GitHub
parent fdd9e5c52f
commit 13b4bc2c56
2 changed files with 40 additions and 36 deletions

View File

@@ -215,28 +215,33 @@ public sealed class ArrivalsSystem : EntitySystem
if (!HasComp<StationArrivalsComponent>(ev.Station))
return;
var points = EntityQuery<SpawnPointComponent, TransformComponent>().ToList();
_random.Shuffle(points);
TryGetArrivals(out var arrivals);
if (TryComp<TransformComponent>(arrivals, out var arrivalsXform))
{
var mapId = arrivalsXform.MapID;
foreach (var (spawnPoint, xform) in points)
var points = EntityQueryEnumerator<SpawnPointComponent, TransformComponent>();
var possiblePositions = new List<EntityCoordinates>();
while ( points.MoveNext(out var uid, out var spawnPoint, out var xform))
{
if (spawnPoint.SpawnType != SpawnPointType.LateJoin || xform.MapID != mapId)
continue;
possiblePositions.Add(xform.Coordinates);
}
if (possiblePositions.Count > 0)
{
var spawnLoc = _random.Pick(possiblePositions);
ev.SpawnResult = _stationSpawning.SpawnPlayerMob(
xform.Coordinates,
spawnLoc,
ev.Job,
ev.HumanoidCharacterProfile,
ev.Station);
EnsureComp<PendingClockInComponent>(ev.SpawnResult.Value);
EnsureComp<AutoOrientComponent>(ev.SpawnResult.Value);
return;
}
}
}

View File

@@ -3,6 +3,7 @@ using Content.Server.GameTicking;
using Content.Server.Shuttles.Components;
using Content.Server.Spawners.Components;
using Content.Server.Station.Systems;
using Robust.Shared.Map;
using Robust.Shared.Random;
namespace Content.Server.Spawners.EntitySystems;
@@ -25,51 +26,49 @@ public sealed class SpawnPointSystem : EntitySystem
return;
// TODO: Cache all this if it ends up important.
var points = EntityQuery<SpawnPointComponent>().ToList();
_random.Shuffle(points);
foreach (var spawnPoint in points)
var points = EntityQueryEnumerator<SpawnPointComponent, TransformComponent>();
var possiblePositions = new List<EntityCoordinates>();
EntityCoordinates? firstLoc = null;
while ( points.MoveNext(out var uid, out var spawnPoint, out var xform))
{
var xform = Transform(spawnPoint.Owner);
if (args.Station != null && _stationSystem.GetOwningStation(spawnPoint.Owner, xform) != args.Station)
if (args.Station != null && _stationSystem.GetOwningStation(uid, xform) != args.Station)
continue;
if (_gameTicker.RunLevel == GameRunLevel.InRound && spawnPoint.SpawnType == SpawnPointType.LateJoin)
{
args.SpawnResult = _stationSpawning.SpawnPlayerMob(
xform.Coordinates,
args.Job,
args.HumanoidCharacterProfile,
args.Station);
return;
possiblePositions.Add(xform.Coordinates);
}
if (_gameTicker.RunLevel != GameRunLevel.InRound && spawnPoint.SpawnType == SpawnPointType.Job && (args.Job == null || spawnPoint.Job?.ID == args.Job.Prototype.ID))
{
args.SpawnResult = _stationSpawning.SpawnPlayerMob(
xform.Coordinates,
args.Job,
args.HumanoidCharacterProfile,
args.Station);
return;
possiblePositions.Add(xform.Coordinates);
}
}
if (possiblePositions.Count == 0)
{
// Ok we've still not returned, but we need to put them /somewhere/.
// TODO: Refactor gameticker spawning code so we don't have to do this!
foreach (var spawnPoint in points)
var points2 = EntityQueryEnumerator<SpawnPointComponent, TransformComponent>();
if (points2.MoveNext(out var uid, out var spawnPoint, out var xform))
{
var xform = Transform(spawnPoint.Owner);
possiblePositions.Add(xform.Coordinates);
}
else
{
Log.Error("No spawn points were available!");
return;
}
}
var spawnLoc = _random.Pick(possiblePositions);
args.SpawnResult = _stationSpawning.SpawnPlayerMob(
xform.Coordinates,
spawnLoc,
args.Job,
args.HumanoidCharacterProfile,
args.Station);
return;
}
Logger.ErrorS("spawning", "No spawn points were available!");
}
}