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:
@@ -48,12 +48,18 @@ namespace Content.Server.StationEvents
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private const float MinPulseDelay = 0.2f;
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private const float MinPulseDelay = 0.2f;
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private const float MaxPulseDelay = 0.8f;
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private const float MaxPulseDelay = 0.8f;
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private void ResetTimeUntilPulse()
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{
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_timeUntilPulse = _robustRandom.NextFloat() * (MaxPulseDelay - MinPulseDelay) + MinPulseDelay;
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}
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public override void Startup()
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public override void Startup()
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{
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{
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base.Startup();
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base.Startup();
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EntitySystem.Get<AudioSystem>().PlayGlobal("/Audio/Announcements/radiation.ogg");
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EntitySystem.Get<AudioSystem>().PlayGlobal("/Audio/Announcements/radiation.ogg");
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IoCManager.InjectDependencies(this);
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IoCManager.InjectDependencies(this);
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ResetTimeUntilPulse();
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_timeElapsed = 0.0f;
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_timeElapsed = 0.0f;
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_pulsesRemaining = _robustRandom.Next(30, 100);
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_pulsesRemaining = _robustRandom.Next(30, 100);
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@@ -117,20 +123,36 @@ namespace Content.Server.StationEvents
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private void SpawnPulse(IMapGrid mapGrid)
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private void SpawnPulse(IMapGrid mapGrid)
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{
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{
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var pulse = _entityManager.SpawnEntity("RadiationPulse", FindRandomGrid(mapGrid));
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if (!TryFindRandomGrid(mapGrid, out var coordinates))
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return;
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var pulse = _entityManager.SpawnEntity("RadiationPulse", coordinates);
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pulse.GetComponent<RadiationPulseComponent>().DoPulse();
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pulse.GetComponent<RadiationPulseComponent>().DoPulse();
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_timeUntilPulse = _robustRandom.NextFloat() * (MaxPulseDelay - MinPulseDelay) + MinPulseDelay;
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ResetTimeUntilPulse();
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_pulsesRemaining -= 1;
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_pulsesRemaining -= 1;
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}
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}
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private EntityCoordinates FindRandomGrid(IMapGrid mapGrid)
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private bool TryFindRandomGrid(IMapGrid mapGrid, out EntityCoordinates coordinates)
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{
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{
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// TODO: Need to get valid tiles? (maybe just move right if the tile we chose is invalid?)
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if (!mapGrid.Index.IsValid())
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{
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coordinates = default;
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return false;
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}
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var randomX = _robustRandom.Next((int) mapGrid.WorldBounds.Left, (int) mapGrid.WorldBounds.Right);
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var randomX = _robustRandom.Next((int) mapGrid.WorldBounds.Left, (int) mapGrid.WorldBounds.Right);
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var randomY = _robustRandom.Next((int) mapGrid.WorldBounds.Bottom, (int) mapGrid.WorldBounds.Top);
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var randomY = _robustRandom.Next((int) mapGrid.WorldBounds.Bottom, (int) mapGrid.WorldBounds.Top);
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return mapGrid.ToCoordinates(randomX, randomY);
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coordinates = mapGrid.ToCoordinates(randomX, randomY);
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// TODO: Need to get valid tiles? (maybe just move right if the tile we chose is invalid?)
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if (!coordinates.IsValid(_entityManager))
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{
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coordinates = default;
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return false;
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}
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return true;
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}
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}
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}
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}
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}
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}
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