Salvage spawning adjustments and AABBs in prototypes (#10789)
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@@ -37,6 +37,7 @@ namespace Content.Server.Salvage
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private static readonly TimeSpan HoldTime = TimeSpan.FromMinutes(4);
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private static readonly TimeSpan DetachingTime = TimeSpan.FromSeconds(30);
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private static readonly TimeSpan CooldownTime = TimeSpan.FromMinutes(1);
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private static readonly int SalvageLocationPlaceAttempts = 16;
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// TODO: This is probably not compatible with multi-station
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private readonly Dictionary<GridId, SalvageGridState> _salvageGridStates = new();
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@@ -239,7 +240,6 @@ namespace Content.Server.Salvage
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private bool SpawnSalvage(SalvageMagnetComponent component)
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{
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TryGetSalvagePlacementLocation(component, out var spl, out var spAngle);
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SalvageMapPrototype? map = null;
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var forcedSalvage = _configurationManager.GetCVar<string>(CCVars.SalvageForced);
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List<SalvageMapPrototype> allSalvageMaps;
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@@ -250,28 +250,40 @@ namespace Content.Server.Salvage
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else
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{
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allSalvageMaps = new();
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if (_prototypeManager.TryIndex<SalvageMapPrototype>(forcedSalvage, out map))
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if (_prototypeManager.TryIndex<SalvageMapPrototype>(forcedSalvage, out var forcedMap))
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{
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allSalvageMaps.Add(map);
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allSalvageMaps.Add(forcedMap);
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}
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else
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{
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Logger.ErrorS("c.s.salvage", $"Unable to get forced salvage map prototype {forcedSalvage}");
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}
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}
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SalvageMapPrototype? map = null;
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Vector2 spawnLocation = Vector2.Zero;
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for (var i = 0; i < allSalvageMaps.Count; i++)
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{
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map = _random.PickAndTake(allSalvageMaps);
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var box2 = Box2.CenteredAround(spl.Position, new Vector2(map.Size * 2.0f, map.Size * 2.0f));
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var box2rot = new Box2Rotated(box2, spAngle, spl.Position);
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// This doesn't stop it from spawning on top of random things in space
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// Might be better like this, ghosts could stop it before
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if (_mapManager.FindGridsIntersecting(spl.MapId, box2rot).Any())
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SalvageMapPrototype attemptedMap = _random.PickAndTake(allSalvageMaps);
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for (var attempt = 0; attempt < SalvageLocationPlaceAttempts; attempt++)
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{
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map = null;
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var randomRadius = _random.NextFloat(component.OffsetRadiusMin, component.OffsetRadiusMax);
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var randomOffset = _random.NextAngle().ToWorldVec() * randomRadius;
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spawnLocation = spl.Position + randomOffset;
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var box2 = Box2.CenteredAround(spawnLocation + attemptedMap.Bounds.Center, attemptedMap.Bounds.Size);
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var box2rot = new Box2Rotated(box2, spAngle, spawnLocation);
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// This doesn't stop it from spawning on top of random things in space
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// Might be better like this, ghosts could stop it before
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if (!_mapManager.FindGridsIntersecting(spl.MapId, box2rot).Any())
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{
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map = attemptedMap;
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break;
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}
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}
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else
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if (map != null)
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{
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break;
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}
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@@ -285,7 +297,7 @@ namespace Content.Server.Salvage
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var opts = new MapLoadOptions
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{
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Offset = spl.Position
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Offset = spawnLocation
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};
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var (_, salvageEntityId) = _mapLoader.LoadGrid(spl.MapId, map.MapPath.ToString(), opts);
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