Merge pull request #1999 from DrSmugleaf/tile-adjacent-extensions
Add extension methods for getting adjacent tiles randomly and to offset coordinates in a direction
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@@ -6,7 +6,9 @@ using Content.Server.GameObjects.Components.Chemistry;
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using Content.Server.GameObjects.Components.Movement;
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using Content.Shared.Chemistry;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Maps;
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using Content.Shared.Physics;
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using Content.Shared.Utility;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Server.Interfaces.GameObjects;
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@@ -338,43 +340,6 @@ namespace Content.Server.GameObjects.Components.Fluids
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}
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}
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// TODO: Move the below to SnapGrid?
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/// <summary>
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/// Will yield a random direction until none are left
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/// </summary>
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/// <returns></returns>
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private static IEnumerable<Direction> RandomDirections()
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{
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var directions = new[]
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{
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Direction.East,
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Direction.SouthEast,
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Direction.South,
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Direction.SouthWest,
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Direction.West,
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Direction.NorthWest,
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Direction.North,
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Direction.NorthEast,
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};
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var robustRandom = IoCManager.Resolve<IRobustRandom>();
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var n = directions.Length;
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while (n > 1)
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{
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n--;
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var k = robustRandom.Next(n + 1);
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var value = directions[k];
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directions[k] = directions[n];
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directions[n] = value;
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}
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foreach (var direction in directions)
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{
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yield return direction;
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}
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}
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/// <summary>
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/// Tries to get an adjacent coordinate to overflow to, unless it is blocked by a wall on the
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/// same tile or the tile is empty
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@@ -389,9 +354,13 @@ namespace Content.Server.GameObjects.Components.Fluids
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var mapGrid = _mapManager.GetGrid(Owner.Transform.GridID);
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if (!Owner.Transform.GridPosition.Offset(direction).TryGetTileRef(out var tile))
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{
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return false;
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}
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// If space return early, let that spill go out into the void
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var tileRef = mapGrid.GetTileRef(Owner.Transform.GridPosition.Offset(direction.ToVec()));
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if (tileRef.Tile.IsEmpty)
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if (tile.Value.Tile.IsEmpty)
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{
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return false;
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}
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@@ -432,7 +401,7 @@ namespace Content.Server.GameObjects.Components.Fluids
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/// <returns>Enumerable of the puddles found or to be created</returns>
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private IEnumerable<Func<PuddleComponent>> GetAllAdjacentOverflow()
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{
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foreach (var direction in RandomDirections())
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foreach (var direction in SharedDirectionExtensions.RandomDirections())
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{
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if (TryGetAdjacentOverflow(direction, out var puddle))
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{
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