Move spawning collections of EntitySpawnEntry out of StorageSystem, make Butcherable use it (#7305)

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
This commit is contained in:
mirrorcult
2022-03-28 09:58:13 -07:00
committed by GitHub
parent 2f9f626ea9
commit 2d610ebb52
24 changed files with 316 additions and 253 deletions

View File

@@ -1,6 +1,7 @@
using Content.Server.Storage.Components;
using Robust.Shared.Random;
using System.Linq;
using Content.Shared.Storage;
namespace Content.Server.Storage.EntitySystems;
@@ -18,67 +19,15 @@ public sealed partial class StorageSystem
var coordinates = Transform(uid).Coordinates;
var orGroupedSpawns = new Dictionary<string, OrGroup>();
// collect groups together, create singular items that pass probability
foreach (var entry in component.Contents)
var spawnItems = EntitySpawnCollection.GetSpawns(component.Contents, _random);
foreach (var item in spawnItems)
{
// Handle "Or" groups
if (!string.IsNullOrEmpty(entry.GroupId))
{
if (!orGroupedSpawns.TryGetValue(entry.GroupId, out OrGroup? orGroup))
{
orGroup = new();
orGroupedSpawns.Add(entry.GroupId, orGroup);
}
orGroup.Entries.Add(entry);
orGroup.CumulativeProbability += entry.SpawnProbability;
continue;
}
var ent = EntityManager.SpawnEntity(item, coordinates);
// else
// Check random spawn
// ReSharper disable once CompareOfFloatsByEqualityOperator
if (entry.SpawnProbability != 1f && !_random.Prob(entry.SpawnProbability)) continue;
if (storage.Insert(ent)) continue;
for (var i = 0; i < entry.Amount; i++)
{
var ent = EntityManager.SpawnEntity(entry.PrototypeId, coordinates);
if (storage.Insert(ent)) continue;
Logger.ErrorS("storage", $"Tried to StorageFill {entry.PrototypeId} inside {uid} but can't.");
EntityManager.DeleteEntity(ent);
}
Logger.ErrorS("storage", $"Tried to StorageFill {item} inside {uid} but can't.");
EntityManager.DeleteEntity(ent);
}
// handle orgroup spawns
foreach (var spawnValue in orGroupedSpawns.Values)
{
// For each group use the added cumulative probability to roll a double in that range
double diceRoll = _random.NextDouble() * spawnValue.CumulativeProbability;
// Add the entry's spawn probability to this value, if equals or lower, spawn item, otherwise continue to next item.
double cumulative = 0.0;
foreach (var entry in spawnValue.Entries)
{
cumulative += entry.SpawnProbability;
if (diceRoll > cumulative) continue;
// Dice roll succeeded, spawn item and break loop
for (var index = 0; index < entry.Amount; index++)
{
var ent = EntityManager.SpawnEntity(entry.PrototypeId, coordinates);
if (storage.Insert(ent)) continue;
Logger.ErrorS("storage", $"Tried to StorageFill {entry.PrototypeId} inside {uid} but can't.");
EntityManager.DeleteEntity(ent);
}
break;
}
}
}
private sealed class OrGroup
{
public List<EntitySpawnEntry> Entries { get; set; } = new();
public float CumulativeProbability { get; set; } = 0f;
}
}