VGRoid support (#27659)

* Dungeon spawn support for grid spawns

* Recursive dungeons working

* Mask approach working

* zack

* More work

* Fix recursive dungeons

* Heap of work

* weh

* the cud

* rar

* Job

* weh

* weh

* weh

* Master merges

* orch

* weh

* vgroid most of the work

* Tweaks

* Tweaks

* weh

* do do do do do do

* Basic layout

* Ore spawning working

* Big breaking changes

* Mob gen working

* weh

* Finalising

* emo

* More finalising

* reverty

* Reduce distance
This commit is contained in:
metalgearsloth
2024-07-03 22:23:11 +10:00
committed by GitHub
parent 1faa1b5df6
commit a2f99cc69e
103 changed files with 4928 additions and 2627 deletions

View File

@@ -142,6 +142,13 @@ public sealed partial class NPCSteeringSystem
// Grab the target position, either the next path node or our end goal..
var targetCoordinates = GetTargetCoordinates(steering);
if (!targetCoordinates.IsValid(EntityManager))
{
steering.Status = SteeringStatus.NoPath;
return false;
}
var needsPath = false;
// If the next node is invalid then get new ones
@@ -243,6 +250,14 @@ public sealed partial class NPCSteeringSystem
// Alright just adjust slightly and grab the next node so we don't stop moving for a tick.
// TODO: If it's the last node just grab the target instead.
targetCoordinates = GetTargetCoordinates(steering);
if (!targetCoordinates.IsValid(EntityManager))
{
SetDirection(mover, steering, Vector2.Zero);
steering.Status = SteeringStatus.NoPath;
return false;
}
targetMap = targetCoordinates.ToMap(EntityManager, _transform);
// Can't make it again.