Janitor QoL (#15626)

This commit is contained in:
metalgearsloth
2023-04-23 18:20:03 +10:00
committed by GitHub
parent 3116621501
commit 6076130987
4 changed files with 21 additions and 8 deletions

View File

@@ -96,9 +96,9 @@ public sealed partial class PuddleSystem : SharedPuddleSystem
var puddleQuery = GetEntityQuery<PuddleComponent>();
// For overflows, we never go to a fully evaporative tile just to avoid continuously having to mop it.
// First we overflow to neighbors with overflow capacity
// Then we go to free tiles
// Then we go to anything else.
if (args.Neighbors.Count > 0)
{
_random.Shuffle(args.Neighbors);
@@ -107,7 +107,8 @@ public sealed partial class PuddleSystem : SharedPuddleSystem
foreach (var neighbor in args.Neighbors)
{
if (!puddleQuery.TryGetComponent(neighbor, out var puddle) ||
!_solutionContainerSystem.TryGetSolution(neighbor, puddle.SolutionName, out var neighborSolution))
!_solutionContainerSystem.TryGetSolution(neighbor, puddle.SolutionName, out var neighborSolution) ||
CanFullyEvaporate(neighborSolution))
{
continue;
}
@@ -136,10 +137,20 @@ public sealed partial class PuddleSystem : SharedPuddleSystem
}
}
// Then we go to free tiles -> only overflow if we can go up to capacity at least.
if (args.NeighborFreeTiles.Count > 0 && args.Updates > 0)
{
// We'll only spill if we have the minimum threshold per tile.
var spillCount = (int) Math.Floor(overflow.Volume.Float() / component.OverflowVolume.Float());
if (spillCount == 0)
{
return;
}
_random.Shuffle(args.NeighborFreeTiles);
var spillAmount = overflow.Volume / args.NeighborFreeTiles.Count;
spillCount = Math.Min(args.NeighborFreeTiles.Count, spillCount);
var spillAmount = overflow.Volume / spillCount;
foreach (var tile in args.NeighborFreeTiles)
{
@@ -155,6 +166,7 @@ public sealed partial class PuddleSystem : SharedPuddleSystem
return;
}
// Then we go to anything else.
if (overflow.Volume > FixedPoint2.Zero && args.Neighbors.Count > 0 && args.Updates > 0)
{
var spillPerNeighbor = overflow.Volume / args.Neighbors.Count;
@@ -165,6 +177,7 @@ public sealed partial class PuddleSystem : SharedPuddleSystem
// This is to avoid diluting solutions too much.
if (!puddleQuery.TryGetComponent(neighbor, out var puddle) ||
!_solutionContainerSystem.TryGetSolution(neighbor, puddle.SolutionName, out var neighborSolution) ||
CanFullyEvaporate(neighborSolution) ||
neighborSolution.Volume >= puddle.OverflowVolume)
{
continue;