* FTL fixes

* one. space.

* change this too
This commit is contained in:
Nemanja
2025-10-14 18:58:55 -04:00
committed by GitHub
parent cb9a4bb67a
commit 52a9f9b576

View File

@@ -801,11 +801,7 @@ public sealed partial class ShuttleSystem
while (iteration < FTLProximityIterations)
{
grids.Clear();
// 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);
_mapManager.FindGridsIntersecting(mapId, targetAABB, ref grids);
foreach (var grid in grids)
{
@@ -838,6 +834,10 @@ public sealed partial class ShuttleSystem
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 || !HasComp<MapComponent>(targetXform.GridUid))
if (nearbyGrids.Count >= 1)
{
// Pick a random angle
var offsetAngle = _random.NextAngle();
@@ -866,13 +866,9 @@ 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.GetWorldPosition(targetXform);
spawnPos = _transform.ToWorldPosition(targetCoordinates);
}
var offset = Vector2.Zero;
@@ -893,10 +889,10 @@ 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(spawnPos, angle);
spawnPos = Robust.Shared.Physics.Transform.Mul(transform, offset);
var transform = new Transform(_transform.ToWorldPosition(xform.Coordinates), angle);
var adjustedOffset = Robust.Shared.Physics.Transform.Mul(transform, offset);
coordinates = new EntityCoordinates(targetXform.MapUid.Value, spawnPos - offset);
coordinates = new EntityCoordinates(targetXform.MapUid.Value, spawnPos + adjustedOffset);
return true;
}