@@ -801,7 +801,11 @@ public sealed partial class ShuttleSystem
|
||||
while (iteration < FTLProximityIterations)
|
||||
{
|
||||
grids.Clear();
|
||||
_mapManager.FindGridsIntersecting(mapId, targetAABB, ref grids);
|
||||
// We pass in an expanded offset here so we can safely do a random offset later.
|
||||
// We don't include this in the actual targetAABB because then we would be double-expanding it.
|
||||
// Once in this loop, then again when placing the shuttle later.
|
||||
// Note that targetAABB already has expansionAmount factored in already.
|
||||
_mapManager.FindGridsIntersecting(mapId, targetAABB.Enlarged(maxOffset), ref grids);
|
||||
|
||||
foreach (var grid in grids)
|
||||
{
|
||||
@@ -834,10 +838,6 @@ public sealed partial class ShuttleSystem
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||||
if (nearbyGrids.Contains(uid))
|
||||
continue;
|
||||
|
||||
// We pass in an expanded offset here so we can safely do a random offset later.
|
||||
// We don't include this in the actual targetAABB because then we would be double-expanding it.
|
||||
// Once in this loop, then again when placing the shuttle later.
|
||||
// Note that targetAABB already has expansionAmount factored in already.
|
||||
targetAABB = targetAABB.Union(
|
||||
_transform.GetWorldMatrix(uid)
|
||||
.TransformBox(Comp<MapGridComponent>(uid).LocalAABB.Enlarged(expansionAmount)));
|
||||
@@ -857,7 +857,7 @@ public sealed partial class ShuttleSystem
|
||||
|
||||
// TODO: This should prefer the position's angle instead.
|
||||
// TODO: This is pretty crude for multiple landings.
|
||||
if (nearbyGrids.Count >= 1)
|
||||
if (nearbyGrids.Count > 1 || !HasComp<MapComponent>(targetXform.GridUid))
|
||||
{
|
||||
// Pick a random angle
|
||||
var offsetAngle = _random.NextAngle();
|
||||
@@ -866,9 +866,13 @@ public sealed partial class ShuttleSystem
|
||||
var minRadius = MathF.Max(targetAABB.Width / 2f, targetAABB.Height / 2f);
|
||||
spawnPos = targetAABB.Center + offsetAngle.RotateVec(new Vector2(_random.NextFloat(minRadius + minOffset, minRadius + maxOffset), 0f));
|
||||
}
|
||||
else if (shuttleBody != null)
|
||||
{
|
||||
(spawnPos, angle) = _transform.GetWorldPositionRotation(targetXform);
|
||||
}
|
||||
else
|
||||
{
|
||||
spawnPos = _transform.ToWorldPosition(targetCoordinates);
|
||||
spawnPos = _transform.GetWorldPosition(targetXform);
|
||||
}
|
||||
|
||||
var offset = Vector2.Zero;
|
||||
@@ -889,10 +893,10 @@ public sealed partial class ShuttleSystem
|
||||
}
|
||||
|
||||
// Rotate our localcenter around so we spawn exactly where we "think" we should (center of grid on the dot).
|
||||
var transform = new Transform(_transform.ToWorldPosition(xform.Coordinates), angle);
|
||||
var adjustedOffset = Robust.Shared.Physics.Transform.Mul(transform, offset);
|
||||
var transform = new Transform(spawnPos, angle);
|
||||
spawnPos = Robust.Shared.Physics.Transform.Mul(transform, offset);
|
||||
|
||||
coordinates = new EntityCoordinates(targetXform.MapUid.Value, spawnPos + adjustedOffset);
|
||||
coordinates = new EntityCoordinates(targetXform.MapUid.Value, spawnPos - offset);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user