Fix pulses spawning on invalid grids and make the first pulse not instant (#2238)

* Fix radiation pulses spawning on invalid grids

* ok move that down

* ok liberal

* by paul

* why have i done this
This commit is contained in:
DrSmugleaf
2020-10-12 00:48:43 +02:00
committed by GitHub
parent c029329070
commit 723f4555cf

View File

@@ -48,12 +48,18 @@ namespace Content.Server.StationEvents
private const float MinPulseDelay = 0.2f;
private const float MaxPulseDelay = 0.8f;
private void ResetTimeUntilPulse()
{
_timeUntilPulse = _robustRandom.NextFloat() * (MaxPulseDelay - MinPulseDelay) + MinPulseDelay;
}
public override void Startup()
{
base.Startup();
EntitySystem.Get<AudioSystem>().PlayGlobal("/Audio/Announcements/radiation.ogg");
IoCManager.InjectDependencies(this);
ResetTimeUntilPulse();
_timeElapsed = 0.0f;
_pulsesRemaining = _robustRandom.Next(30, 100);
@@ -110,27 +116,43 @@ namespace Content.Server.StationEvents
if (pauseManager.IsGridPaused(defaultGrid))
return;
SpawnPulse(defaultGrid);
}
}
private void SpawnPulse(IMapGrid mapGrid)
{
var pulse = _entityManager.SpawnEntity("RadiationPulse", FindRandomGrid(mapGrid));
if (!TryFindRandomGrid(mapGrid, out var coordinates))
return;
var pulse = _entityManager.SpawnEntity("RadiationPulse", coordinates);
pulse.GetComponent<RadiationPulseComponent>().DoPulse();
_timeUntilPulse = _robustRandom.NextFloat() * (MaxPulseDelay - MinPulseDelay) + MinPulseDelay;
ResetTimeUntilPulse();
_pulsesRemaining -= 1;
}
private EntityCoordinates FindRandomGrid(IMapGrid mapGrid)
private bool TryFindRandomGrid(IMapGrid mapGrid, out EntityCoordinates coordinates)
{
// TODO: Need to get valid tiles? (maybe just move right if the tile we chose is invalid?)
if (!mapGrid.Index.IsValid())
{
coordinates = default;
return false;
}
var randomX = _robustRandom.Next((int) mapGrid.WorldBounds.Left, (int) mapGrid.WorldBounds.Right);
var randomY = _robustRandom.Next((int) mapGrid.WorldBounds.Bottom, (int) mapGrid.WorldBounds.Top);
return mapGrid.ToCoordinates(randomX, randomY);
coordinates = mapGrid.ToCoordinates(randomX, randomY);
// TODO: Need to get valid tiles? (maybe just move right if the tile we chose is invalid?)
if (!coordinates.IsValid(_entityManager))
{
coordinates = default;
return false;
}
return true;
}
}
}