Salvage magnet revamp (#23119)
* Generic offering window * More work * weh * Parity * Progression meter * magnet * rona * PG asteroid work * code red * Asteroid spawnings * clams * a * Marker fixes * More fixes * Workings of biome asteroids * A * Fix this loading code * a * Fix masking * weh * Fixes * Magnet claiming * toe * petogue * magnet * Bunch of fixes * Fix default * Fixes * asteroids * Fix offerings * Localisation and a bunch of fixes * a * Fixes * Preliminary draft * Announcement fixes * Fixes and bump spawn rate * Fix asteroid spawns and UI * More fixes * Expeditions fix * fix * Gravity * Fix announcement rounding * a * Offset tweak * sus * jankass * Fix merge
This commit is contained in:
@@ -108,7 +108,6 @@ namespace Content.Client.Entry
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_prototypeManager.RegisterIgnore("npcFaction");
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_prototypeManager.RegisterIgnore("npcFaction");
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_prototypeManager.RegisterIgnore("lobbyBackground");
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_prototypeManager.RegisterIgnore("lobbyBackground");
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_prototypeManager.RegisterIgnore("advertisementsPack");
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_prototypeManager.RegisterIgnore("advertisementsPack");
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_prototypeManager.RegisterIgnore("salvageMap");
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_prototypeManager.RegisterIgnore("gamePreset");
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_prototypeManager.RegisterIgnore("gamePreset");
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_prototypeManager.RegisterIgnore("noiseChannel");
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_prototypeManager.RegisterIgnore("noiseChannel");
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_prototypeManager.RegisterIgnore("spaceBiome");
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_prototypeManager.RegisterIgnore("spaceBiome");
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@@ -1,7 +0,0 @@
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using Content.Shared.Salvage;
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using Robust.Shared.GameStates;
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namespace Content.Client.Salvage;
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[NetworkedComponent, RegisterComponent]
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public sealed partial class SalvageMagnetComponent : SharedSalvageMagnetComponent {}
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@@ -3,10 +3,24 @@
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Title="{Loc 'salvage-expedition-window-title'}"
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Title="{Loc 'salvage-expedition-window-title'}"
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MinSize="800 360">
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MinSize="800 360">
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<BoxContainer Orientation="Vertical">
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<BoxContainer Orientation="Vertical">
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<BoxContainer Orientation="Horizontal" Name="ProgressionBox" Visible="False">
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<Label Name="ProgressionLabel"
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Text="{Loc 'salvage-expedition-window-progression'}"
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SetWidth="96"
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Margin="5"/>
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<ProgressBar Name="ProgressionBar"
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HorizontalExpand="True"
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MinValue="0"
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MaxValue="1"
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SetHeight="25"/>
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<Label Name="ProgressionText" Text="00:00"
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Margin="5"/>
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</BoxContainer>
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<BoxContainer Orientation="Horizontal">
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<BoxContainer Orientation="Horizontal">
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<Label Name="NextOfferLabel"
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<Label Name="NextOfferLabel"
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Text="{Loc 'salvage-expedition-window-next'}"
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Text="{Loc 'salvage-expedition-window-next'}"
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Margin="5"></Label>
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SetWidth="96"
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Margin="5"/>
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<ProgressBar Name="NextOfferBar"
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<ProgressBar Name="NextOfferBar"
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HorizontalExpand="True"
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HorizontalExpand="True"
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MinValue="0"
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MinValue="0"
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117
Content.Client/Salvage/UI/OfferingWindow.xaml.cs
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117
Content.Client/Salvage/UI/OfferingWindow.xaml.cs
Normal file
@@ -0,0 +1,117 @@
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using Content.Client.Computer;
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using Content.Client.UserInterface.Controls;
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using Content.Shared.Shuttles.BUIStates;
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using Robust.Client.AutoGenerated;
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using Robust.Client.Graphics;
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using Robust.Client.UserInterface.XAML;
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using Robust.Shared.Timing;
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namespace Content.Client.Salvage.UI;
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/// <summary>
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/// Generic window for offering multiple selections with a timer.
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/// </summary>
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[GenerateTypedNameReferences]
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public sealed partial class OfferingWindow : FancyWindow,
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IComputerWindow<EmergencyConsoleBoundUserInterfaceState>
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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public bool Claimed;
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public TimeSpan NextOffer;
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private TimeSpan? _progression;
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/// <summary>
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/// Time between NextOffers
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/// </summary>
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public TimeSpan Cooldown;
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/// <summary>
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/// Time between Progressions
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/// </summary>
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public TimeSpan ProgressionCooldown;
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/// <summary>
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/// Secondary timer used for tracking active progress.
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/// </summary>
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public TimeSpan? Progression
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{
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get => _progression;
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set
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{
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if (_progression == value)
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return;
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_progression = value;
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if (value == null)
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{
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ProgressionBox.Visible = false;
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}
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else
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{
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ProgressionBox.Visible = true;
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}
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}
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}
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public OfferingWindow()
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{
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RobustXamlLoader.Load(this);
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IoCManager.InjectDependencies(this);
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ProgressionBar.ForegroundStyleBoxOverride = new StyleBoxFlat(Color.FromHex("#C74EBD"));
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}
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public void AddOption(OfferingWindowOption option)
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{
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Container.AddChild(option);
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}
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public void ClearOptions()
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{
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Container.DisposeAllChildren();
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}
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protected override void FrameUpdate(FrameEventArgs args)
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{
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base.FrameUpdate(args);
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if (_progression != null)
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{
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var remaining = _progression.Value - _timing.CurTime;
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if (remaining < TimeSpan.Zero)
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{
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ProgressionBar.Value = 1f;
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ProgressionText.Text = "00:00";
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}
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else
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{
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ProgressionBar.Value = 1f - (float) (remaining / ProgressionCooldown);
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ProgressionText.Text = $"{remaining.Minutes:00}:{remaining.Seconds:00}";
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}
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}
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if (Claimed)
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{
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NextOfferBar.Value = 1f;
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NextOfferText.Text = "00:00";
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}
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else
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{
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var remaining = NextOffer - _timing.CurTime;
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if (remaining < TimeSpan.Zero)
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{
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NextOfferBar.Value = 1f;
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NextOfferText.Text = "00:00";
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}
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else
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{
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NextOfferBar.Value = 1f - (float) (remaining / Cooldown);
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NextOfferText.Text = $"{remaining.Minutes:00}:{remaining.Seconds:00}";
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}
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}
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}
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}
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24
Content.Client/Salvage/UI/OfferingWindowOption.xaml
Normal file
24
Content.Client/Salvage/UI/OfferingWindowOption.xaml
Normal file
@@ -0,0 +1,24 @@
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<PanelContainer xmlns="https://spacestation14.io"
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xmlns:controls="clr-namespace:Content.Client.UserInterface.Controls"
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HorizontalExpand="True"
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Name="BigPanel"
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Margin="5 0">
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<BoxContainer Orientation="Vertical"
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Margin="5 5">
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<!-- Title box -->
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<controls:StripeBack>
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<Label Name="TitleStripe"
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HorizontalAlignment="Center"
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Margin="0 5 0 5"/>
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</controls:StripeBack>
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<BoxContainer Orientation="Vertical" Name="ContentBox"/>
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<!-- Buffer so all claim buttons are in the same position -->
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<Control VerticalExpand="True"/>
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<Button Name="ClaimButton"
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HorizontalExpand="True"
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VerticalAlignment="Bottom"
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ToggleMode="True"
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Disabled="True"
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Text="{Loc 'offering-window-claim'}"/>
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</BoxContainer>
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</PanelContainer>
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87
Content.Client/Salvage/UI/OfferingWindowOption.xaml.cs
Normal file
87
Content.Client/Salvage/UI/OfferingWindowOption.xaml.cs
Normal file
@@ -0,0 +1,87 @@
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using System.Linq;
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using Content.Client.Computer;
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using Content.Client.Stylesheets;
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using Content.Client.UserInterface.Controls;
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using Content.Shared.CCVar;
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using Content.Shared.Parallax.Biomes;
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using Content.Shared.Procedural;
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using Content.Shared.Salvage;
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using Content.Shared.Salvage.Expeditions;
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using Content.Shared.Salvage.Expeditions.Modifiers;
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using Content.Shared.Shuttles.BUIStates;
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using Robust.Client.AutoGenerated;
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using Robust.Client.Graphics;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Client.UserInterface.XAML;
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using Robust.Shared.Configuration;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Client.Salvage.UI;
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/// <summary>
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/// Generic window for offering multiple selections with a timer.
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/// </summary>
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[GenerateTypedNameReferences]
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public sealed partial class OfferingWindowOption : PanelContainer
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{
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private bool _claimed;
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public string? Title
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{
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get => TitleStripe.Text;
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set => TitleStripe.Text = value;
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}
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public event Action<BaseButton.ButtonEventArgs>? ClaimPressed;
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public OfferingWindowOption()
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{
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RobustXamlLoader.Load(this);
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IoCManager.InjectDependencies(this);
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LayoutContainer.SetAnchorPreset(this, LayoutContainer.LayoutPreset.Wide);
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BigPanel.PanelOverride = new StyleBoxFlat(new Color(30, 30, 34));
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ClaimButton.OnPressed += args =>
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{
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ClaimPressed?.Invoke(args);
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};
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}
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public void AddContent(Control control)
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{
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ContentBox.AddChild(control);
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}
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public bool Disabled
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{
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get => ClaimButton.Disabled;
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set => ClaimButton.Disabled = value;
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}
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public bool Claimed
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{
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get => _claimed;
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set
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|
{
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if (_claimed == value)
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return;
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_claimed = value;
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if (_claimed)
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{
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ClaimButton.AddStyleClass(StyleBase.ButtonCaution);
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ClaimButton.Text = Loc.GetString("offering-window-claimed");
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}
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else
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{
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ClaimButton.RemoveStyleClass(StyleBase.ButtonCaution);
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ClaimButton.Text = Loc.GetString("offering-window-claim");
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}
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|
}
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|
}
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|
}
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@@ -1,6 +1,14 @@
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|
using System.Linq;
|
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|
using Content.Client.Stylesheets;
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|
using Content.Shared.CCVar;
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using Content.Shared.Procedural;
|
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using Content.Shared.Salvage.Expeditions;
|
using Content.Shared.Salvage.Expeditions;
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using Content.Shared.Salvage.Expeditions.Modifiers;
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using JetBrains.Annotations;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
|
using Robust.Client.UserInterface;
|
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|
using Robust.Client.UserInterface.Controls;
|
||||||
|
using Robust.Shared.Configuration;
|
||||||
|
using Robust.Shared.Prototypes;
|
||||||
|
|
||||||
namespace Content.Client.Salvage.UI;
|
namespace Content.Client.Salvage.UI;
|
||||||
|
|
||||||
@@ -8,23 +16,21 @@ namespace Content.Client.Salvage.UI;
|
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public sealed class SalvageExpeditionConsoleBoundUserInterface : BoundUserInterface
|
public sealed class SalvageExpeditionConsoleBoundUserInterface : BoundUserInterface
|
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{
|
{
|
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[ViewVariables]
|
[ViewVariables]
|
||||||
private SalvageExpeditionWindow? _window;
|
private OfferingWindow? _window;
|
||||||
|
|
||||||
|
[Dependency] private readonly IConfigurationManager _cfgManager = default!;
|
||||||
|
[Dependency] private readonly IEntityManager _entManager = default!;
|
||||||
|
[Dependency] private readonly IPrototypeManager _protoManager = default!;
|
||||||
|
|
||||||
public SalvageExpeditionConsoleBoundUserInterface(EntityUid owner, Enum uiKey) : base(owner, uiKey)
|
public SalvageExpeditionConsoleBoundUserInterface(EntityUid owner, Enum uiKey) : base(owner, uiKey)
|
||||||
{
|
{
|
||||||
|
IoCManager.InjectDependencies(this);
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void Open()
|
protected override void Open()
|
||||||
{
|
{
|
||||||
base.Open();
|
base.Open();
|
||||||
_window = new SalvageExpeditionWindow();
|
_window = new OfferingWindow();
|
||||||
_window.ClaimMission += index =>
|
|
||||||
{
|
|
||||||
SendMessage(new ClaimSalvageMessage()
|
|
||||||
{
|
|
||||||
Index = index,
|
|
||||||
});
|
|
||||||
};
|
|
||||||
_window.OnClose += Close;
|
_window.OnClose += Close;
|
||||||
_window?.OpenCenteredLeft();
|
_window?.OpenCenteredLeft();
|
||||||
}
|
}
|
||||||
@@ -40,9 +46,133 @@ public sealed class SalvageExpeditionConsoleBoundUserInterface : BoundUserInterf
|
|||||||
{
|
{
|
||||||
base.UpdateState(state);
|
base.UpdateState(state);
|
||||||
|
|
||||||
if (state is not SalvageExpeditionConsoleState current)
|
if (state is not SalvageExpeditionConsoleState current || _window == null)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
_window?.UpdateState(current);
|
_window.Progression = null;
|
||||||
|
_window.Cooldown = TimeSpan.FromSeconds(_cfgManager.GetCVar(CCVars.SalvageExpeditionCooldown));
|
||||||
|
_window.NextOffer = current.NextOffer;
|
||||||
|
_window.Claimed = current.Claimed;
|
||||||
|
_window.ClearOptions();
|
||||||
|
var salvage = _entManager.System<SalvageSystem>();
|
||||||
|
|
||||||
|
for (var i = 0; i < current.Missions.Count; i++)
|
||||||
|
{
|
||||||
|
var missionParams = current.Missions[i];
|
||||||
|
|
||||||
|
var offering = new OfferingWindowOption();
|
||||||
|
offering.Title = Loc.GetString($"salvage-expedition-type");
|
||||||
|
|
||||||
|
var difficultyId = "Moderate";
|
||||||
|
var difficultyProto = _protoManager.Index<SalvageDifficultyPrototype>(difficultyId);
|
||||||
|
// TODO: Selectable difficulty soon.
|
||||||
|
var mission = salvage.GetMission(difficultyProto, missionParams.Seed);
|
||||||
|
|
||||||
|
// Difficulty
|
||||||
|
// Details
|
||||||
|
offering.AddContent(new Label()
|
||||||
|
{
|
||||||
|
Text = Loc.GetString("salvage-expedition-window-difficulty")
|
||||||
|
});
|
||||||
|
|
||||||
|
var difficultyColor = difficultyProto.Color;
|
||||||
|
|
||||||
|
offering.AddContent(new Label
|
||||||
|
{
|
||||||
|
Text = Loc.GetString("salvage-expedition-difficulty-Moderate"),
|
||||||
|
FontColorOverride = difficultyColor,
|
||||||
|
HorizontalAlignment = Control.HAlignment.Left,
|
||||||
|
Margin = new Thickness(0f, 0f, 0f, 5f),
|
||||||
|
});
|
||||||
|
|
||||||
|
offering.AddContent(new Label
|
||||||
|
{
|
||||||
|
Text = Loc.GetString("salvage-expedition-difficulty-players"),
|
||||||
|
HorizontalAlignment = Control.HAlignment.Left,
|
||||||
|
});
|
||||||
|
|
||||||
|
offering.AddContent(new Label
|
||||||
|
{
|
||||||
|
Text = difficultyProto.RecommendedPlayers.ToString(),
|
||||||
|
FontColorOverride = StyleNano.NanoGold,
|
||||||
|
HorizontalAlignment = Control.HAlignment.Left,
|
||||||
|
Margin = new Thickness(0f, 0f, 0f, 5f),
|
||||||
|
});
|
||||||
|
|
||||||
|
// Details
|
||||||
|
offering.AddContent(new Label
|
||||||
|
{
|
||||||
|
Text = Loc.GetString("salvage-expedition-window-hostiles")
|
||||||
|
});
|
||||||
|
|
||||||
|
var faction = mission.Faction;
|
||||||
|
|
||||||
|
offering.AddContent(new Label
|
||||||
|
{
|
||||||
|
Text = faction,
|
||||||
|
FontColorOverride = StyleNano.NanoGold,
|
||||||
|
HorizontalAlignment = Control.HAlignment.Left,
|
||||||
|
Margin = new Thickness(0f, 0f, 0f, 5f),
|
||||||
|
});
|
||||||
|
|
||||||
|
// Duration
|
||||||
|
offering.AddContent(new Label
|
||||||
|
{
|
||||||
|
Text = Loc.GetString("salvage-expedition-window-duration")
|
||||||
|
});
|
||||||
|
|
||||||
|
offering.AddContent(new Label
|
||||||
|
{
|
||||||
|
Text = mission.Duration.ToString(),
|
||||||
|
FontColorOverride = StyleNano.NanoGold,
|
||||||
|
HorizontalAlignment = Control.HAlignment.Left,
|
||||||
|
Margin = new Thickness(0f, 0f, 0f, 5f),
|
||||||
|
});
|
||||||
|
|
||||||
|
// Biome
|
||||||
|
offering.AddContent(new Label
|
||||||
|
{
|
||||||
|
Text = Loc.GetString("salvage-expedition-window-biome")
|
||||||
|
});
|
||||||
|
|
||||||
|
var biome = mission.Biome;
|
||||||
|
|
||||||
|
offering.AddContent(new Label
|
||||||
|
{
|
||||||
|
Text = Loc.GetString(_protoManager.Index<SalvageBiomeModPrototype>(biome).ID),
|
||||||
|
FontColorOverride = StyleNano.NanoGold,
|
||||||
|
HorizontalAlignment = Control.HAlignment.Left,
|
||||||
|
Margin = new Thickness(0f, 0f, 0f, 5f),
|
||||||
|
});
|
||||||
|
|
||||||
|
// Modifiers
|
||||||
|
offering.AddContent(new Label
|
||||||
|
{
|
||||||
|
Text = Loc.GetString("salvage-expedition-window-modifiers")
|
||||||
|
});
|
||||||
|
|
||||||
|
var mods = mission.Modifiers;
|
||||||
|
|
||||||
|
offering.AddContent(new Label
|
||||||
|
{
|
||||||
|
Text = string.Join("\n", mods.Select(o => "- " + o)).TrimEnd(),
|
||||||
|
FontColorOverride = StyleNano.NanoGold,
|
||||||
|
HorizontalAlignment = Control.HAlignment.Left,
|
||||||
|
Margin = new Thickness(0f, 0f, 0f, 5f),
|
||||||
|
});
|
||||||
|
|
||||||
|
offering.ClaimPressed += args =>
|
||||||
|
{
|
||||||
|
SendMessage(new ClaimSalvageMessage()
|
||||||
|
{
|
||||||
|
Index = missionParams.Index,
|
||||||
|
});
|
||||||
|
};
|
||||||
|
|
||||||
|
offering.Claimed = current.ActiveMission == missionParams.Index;
|
||||||
|
offering.Disabled = current.Claimed || current.Cooldown;
|
||||||
|
|
||||||
|
_window.AddOption(offering);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,256 +0,0 @@
|
|||||||
using System.Linq;
|
|
||||||
using Content.Client.Computer;
|
|
||||||
using Content.Client.Stylesheets;
|
|
||||||
using Content.Client.UserInterface.Controls;
|
|
||||||
using Content.Shared.CCVar;
|
|
||||||
using Content.Shared.Parallax.Biomes;
|
|
||||||
using Content.Shared.Procedural;
|
|
||||||
using Content.Shared.Salvage;
|
|
||||||
using Content.Shared.Salvage.Expeditions;
|
|
||||||
using Content.Shared.Salvage.Expeditions.Modifiers;
|
|
||||||
using Content.Shared.Shuttles.BUIStates;
|
|
||||||
using Robust.Client.AutoGenerated;
|
|
||||||
using Robust.Client.Graphics;
|
|
||||||
using Robust.Client.UserInterface;
|
|
||||||
using Robust.Client.UserInterface.Controls;
|
|
||||||
using Robust.Client.UserInterface.XAML;
|
|
||||||
using Robust.Shared.Configuration;
|
|
||||||
using Robust.Shared.Prototypes;
|
|
||||||
using Robust.Shared.Timing;
|
|
||||||
using Robust.Shared.Utility;
|
|
||||||
|
|
||||||
namespace Content.Client.Salvage.UI;
|
|
||||||
|
|
||||||
[GenerateTypedNameReferences]
|
|
||||||
public sealed partial class SalvageExpeditionWindow : FancyWindow,
|
|
||||||
IComputerWindow<EmergencyConsoleBoundUserInterfaceState>
|
|
||||||
{
|
|
||||||
private readonly IConfigurationManager _cfgManager;
|
|
||||||
private readonly IGameTiming _timing;
|
|
||||||
private readonly IPrototypeManager _prototype;
|
|
||||||
private readonly SharedSalvageSystem _salvage;
|
|
||||||
|
|
||||||
public event Action<ushort>? ClaimMission;
|
|
||||||
private bool _claimed;
|
|
||||||
private bool _cooldown;
|
|
||||||
private TimeSpan _nextOffer;
|
|
||||||
|
|
||||||
public SalvageExpeditionWindow()
|
|
||||||
{
|
|
||||||
RobustXamlLoader.Load(this);
|
|
||||||
_cfgManager = IoCManager.Resolve<IConfigurationManager>();
|
|
||||||
_timing = IoCManager.Resolve<IGameTiming>();
|
|
||||||
_prototype = IoCManager.Resolve<IPrototypeManager>();
|
|
||||||
_salvage = IoCManager.Resolve<IEntityManager>().EntitySysManager.GetEntitySystem<SharedSalvageSystem>();
|
|
||||||
}
|
|
||||||
|
|
||||||
public void UpdateState(SalvageExpeditionConsoleState state)
|
|
||||||
{
|
|
||||||
_claimed = state.Claimed;
|
|
||||||
_cooldown = state.Cooldown;
|
|
||||||
_nextOffer = state.NextOffer;
|
|
||||||
Container.DisposeAllChildren();
|
|
||||||
|
|
||||||
for (var i = 0; i < state.Missions.Count; i++)
|
|
||||||
{
|
|
||||||
var missionParams = state.Missions[i];
|
|
||||||
var difficultyId = "Moderate";
|
|
||||||
var difficultyProto = _prototype.Index<SalvageDifficultyPrototype>(difficultyId);
|
|
||||||
// TODO: Selectable difficulty soon.
|
|
||||||
var mission = _salvage.GetMission(difficultyProto, missionParams.Seed);
|
|
||||||
|
|
||||||
// Mission title
|
|
||||||
var missionStripe = new StripeBack()
|
|
||||||
{
|
|
||||||
Margin = new Thickness(0f, -5f, 0f, 0f)
|
|
||||||
};
|
|
||||||
|
|
||||||
missionStripe.AddChild(new Label()
|
|
||||||
{
|
|
||||||
Text = Loc.GetString($"salvage-expedition-type"),
|
|
||||||
HorizontalAlignment = HAlignment.Center,
|
|
||||||
Margin = new Thickness(0f, 5f, 0f, 5f),
|
|
||||||
});
|
|
||||||
|
|
||||||
var lBox = new BoxContainer()
|
|
||||||
{
|
|
||||||
Orientation = BoxContainer.LayoutOrientation.Vertical
|
|
||||||
};
|
|
||||||
|
|
||||||
// Difficulty
|
|
||||||
// Details
|
|
||||||
lBox.AddChild(new Label()
|
|
||||||
{
|
|
||||||
Text = Loc.GetString("salvage-expedition-window-difficulty")
|
|
||||||
});
|
|
||||||
|
|
||||||
var difficultyColor = difficultyProto.Color;
|
|
||||||
|
|
||||||
lBox.AddChild(new Label
|
|
||||||
{
|
|
||||||
Text = Loc.GetString("salvage-expedition-difficulty-Moderate"),
|
|
||||||
FontColorOverride = difficultyColor,
|
|
||||||
HorizontalAlignment = HAlignment.Left,
|
|
||||||
Margin = new Thickness(0f, 0f, 0f, 5f),
|
|
||||||
});
|
|
||||||
|
|
||||||
lBox.AddChild(new Label
|
|
||||||
{
|
|
||||||
Text = Loc.GetString("salvage-expedition-difficulty-players"),
|
|
||||||
HorizontalAlignment = HAlignment.Left,
|
|
||||||
});
|
|
||||||
|
|
||||||
lBox.AddChild(new Label
|
|
||||||
{
|
|
||||||
Text = difficultyProto.RecommendedPlayers.ToString(),
|
|
||||||
FontColorOverride = StyleNano.NanoGold,
|
|
||||||
HorizontalAlignment = HAlignment.Left,
|
|
||||||
Margin = new Thickness(0f, 0f, 0f, 5f),
|
|
||||||
});
|
|
||||||
|
|
||||||
// Details
|
|
||||||
lBox.AddChild(new Label
|
|
||||||
{
|
|
||||||
Text = Loc.GetString("salvage-expedition-window-hostiles")
|
|
||||||
});
|
|
||||||
|
|
||||||
var faction = mission.Faction;
|
|
||||||
|
|
||||||
lBox.AddChild(new Label
|
|
||||||
{
|
|
||||||
Text = faction,
|
|
||||||
FontColorOverride = StyleNano.NanoGold,
|
|
||||||
HorizontalAlignment = HAlignment.Left,
|
|
||||||
Margin = new Thickness(0f, 0f, 0f, 5f),
|
|
||||||
});
|
|
||||||
|
|
||||||
// Duration
|
|
||||||
lBox.AddChild(new Label
|
|
||||||
{
|
|
||||||
Text = Loc.GetString("salvage-expedition-window-duration")
|
|
||||||
});
|
|
||||||
|
|
||||||
lBox.AddChild(new Label
|
|
||||||
{
|
|
||||||
Text = mission.Duration.ToString(),
|
|
||||||
FontColorOverride = StyleNano.NanoGold,
|
|
||||||
HorizontalAlignment = HAlignment.Left,
|
|
||||||
Margin = new Thickness(0f, 0f, 0f, 5f),
|
|
||||||
});
|
|
||||||
|
|
||||||
// Biome
|
|
||||||
lBox.AddChild(new Label
|
|
||||||
{
|
|
||||||
Text = Loc.GetString("salvage-expedition-window-biome")
|
|
||||||
});
|
|
||||||
|
|
||||||
var biome = mission.Biome;
|
|
||||||
|
|
||||||
lBox.AddChild(new Label
|
|
||||||
{
|
|
||||||
Text = Loc.GetString(_prototype.Index<SalvageBiomeModPrototype>(biome).ID),
|
|
||||||
FontColorOverride = StyleNano.NanoGold,
|
|
||||||
HorizontalAlignment = HAlignment.Left,
|
|
||||||
Margin = new Thickness(0f, 0f, 0f, 5f),
|
|
||||||
});
|
|
||||||
|
|
||||||
// Modifiers
|
|
||||||
lBox.AddChild(new Label
|
|
||||||
{
|
|
||||||
Text = Loc.GetString("salvage-expedition-window-modifiers")
|
|
||||||
});
|
|
||||||
|
|
||||||
var mods = mission.Modifiers;
|
|
||||||
|
|
||||||
lBox.AddChild(new Label
|
|
||||||
{
|
|
||||||
Text = string.Join("\n", mods.Select(o => "- " + o)).TrimEnd(),
|
|
||||||
FontColorOverride = StyleNano.NanoGold,
|
|
||||||
HorizontalAlignment = HAlignment.Left,
|
|
||||||
Margin = new Thickness(0f, 0f, 0f, 5f),
|
|
||||||
});
|
|
||||||
|
|
||||||
// Claim
|
|
||||||
var claimButton = new Button()
|
|
||||||
{
|
|
||||||
HorizontalExpand = true,
|
|
||||||
VerticalAlignment = VAlignment.Bottom,
|
|
||||||
Pressed = state.ActiveMission == missionParams.Index,
|
|
||||||
ToggleMode = true,
|
|
||||||
Disabled = state.Claimed || state.Cooldown,
|
|
||||||
};
|
|
||||||
|
|
||||||
claimButton.Label.Margin = new Thickness(0f, 5f);
|
|
||||||
|
|
||||||
claimButton.OnPressed += args =>
|
|
||||||
{
|
|
||||||
ClaimMission?.Invoke(missionParams.Index);
|
|
||||||
};
|
|
||||||
|
|
||||||
if (state.ActiveMission == missionParams.Index)
|
|
||||||
{
|
|
||||||
claimButton.Text = Loc.GetString("salvage-expedition-window-claimed");
|
|
||||||
claimButton.AddStyleClass(StyleBase.ButtonCaution);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
claimButton.Text = Loc.GetString("salvage-expedition-window-claim");
|
|
||||||
}
|
|
||||||
|
|
||||||
var box = new PanelContainer
|
|
||||||
{
|
|
||||||
PanelOverride = new StyleBoxFlat(new Color(30, 30, 34)),
|
|
||||||
HorizontalExpand = true,
|
|
||||||
Margin = new Thickness(5f, 0f),
|
|
||||||
Children =
|
|
||||||
{
|
|
||||||
new BoxContainer
|
|
||||||
{
|
|
||||||
Orientation = BoxContainer.LayoutOrientation.Vertical,
|
|
||||||
Children =
|
|
||||||
{
|
|
||||||
missionStripe,
|
|
||||||
lBox,
|
|
||||||
new Control() {VerticalExpand = true},
|
|
||||||
claimButton,
|
|
||||||
},
|
|
||||||
Margin = new Thickness(5f, 5f)
|
|
||||||
}
|
|
||||||
}
|
|
||||||
};
|
|
||||||
|
|
||||||
LayoutContainer.SetAnchorPreset(box, LayoutContainer.LayoutPreset.Wide);
|
|
||||||
|
|
||||||
Container.AddChild(box);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override void FrameUpdate(FrameEventArgs args)
|
|
||||||
{
|
|
||||||
base.FrameUpdate(args);
|
|
||||||
|
|
||||||
if (_claimed)
|
|
||||||
{
|
|
||||||
NextOfferBar.Value = 0f;
|
|
||||||
NextOfferText.Text = "00:00";
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
var remaining = _nextOffer - _timing.CurTime;
|
|
||||||
|
|
||||||
if (remaining < TimeSpan.Zero)
|
|
||||||
{
|
|
||||||
NextOfferBar.Value = 1f;
|
|
||||||
NextOfferText.Text = "00:00";
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
var cooldown = _cooldown
|
|
||||||
? TimeSpan.FromSeconds(_cfgManager.GetCVar(CCVars.SalvageExpeditionCooldown))
|
|
||||||
: TimeSpan.FromSeconds(_cfgManager.GetCVar(CCVars.SalvageExpeditionCooldown));
|
|
||||||
|
|
||||||
NextOfferBar.Value = 1f - (float) (remaining / cooldown);
|
|
||||||
NextOfferText.Text = $"{remaining.Minutes:00}:{remaining.Seconds:00}";
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
110
Content.Client/Salvage/UI/SalvageMagnetBoundUserInterface.cs
Normal file
110
Content.Client/Salvage/UI/SalvageMagnetBoundUserInterface.cs
Normal file
@@ -0,0 +1,110 @@
|
|||||||
|
using System.Linq;
|
||||||
|
using Content.Shared.Salvage;
|
||||||
|
using Content.Shared.Salvage.Magnet;
|
||||||
|
using Robust.Client.UserInterface;
|
||||||
|
using Robust.Client.UserInterface.Controls;
|
||||||
|
|
||||||
|
namespace Content.Client.Salvage.UI;
|
||||||
|
|
||||||
|
public sealed class SalvageMagnetBoundUserInterface : BoundUserInterface
|
||||||
|
{
|
||||||
|
[Dependency] private readonly IEntityManager _entManager = default!;
|
||||||
|
|
||||||
|
private OfferingWindow? _window;
|
||||||
|
|
||||||
|
public SalvageMagnetBoundUserInterface(EntityUid owner, Enum uiKey) : base(owner, uiKey)
|
||||||
|
{
|
||||||
|
IoCManager.InjectDependencies(this);
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void Open()
|
||||||
|
{
|
||||||
|
base.Open();
|
||||||
|
_window = new OfferingWindow();
|
||||||
|
_window.OnClose += Close;
|
||||||
|
_window.OpenCenteredLeft();
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void UpdateState(BoundUserInterfaceState state)
|
||||||
|
{
|
||||||
|
base.UpdateState(state);
|
||||||
|
|
||||||
|
if (state is not SalvageMagnetBoundUserInterfaceState current || _window == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
_window.ClearOptions();
|
||||||
|
|
||||||
|
var salvageSystem = _entManager.System<SharedSalvageSystem>();
|
||||||
|
_window.NextOffer = current.NextOffer;
|
||||||
|
_window.Progression = current.EndTime ?? TimeSpan.Zero;
|
||||||
|
_window.Claimed = current.EndTime != null;
|
||||||
|
_window.Cooldown = current.Cooldown;
|
||||||
|
_window.ProgressionCooldown = current.Duration;
|
||||||
|
|
||||||
|
for (var i = 0; i < current.Offers.Count; i++)
|
||||||
|
{
|
||||||
|
var seed = current.Offers[i];
|
||||||
|
var offer = salvageSystem.GetSalvageOffering(seed);
|
||||||
|
var option = new OfferingWindowOption();
|
||||||
|
option.MinWidth = 210f;
|
||||||
|
option.Disabled = current.EndTime != null;
|
||||||
|
option.Claimed = current.ActiveSeed == seed;
|
||||||
|
var claimIndex = i;
|
||||||
|
|
||||||
|
option.ClaimPressed += args =>
|
||||||
|
{
|
||||||
|
SendMessage(new MagnetClaimOfferEvent()
|
||||||
|
{
|
||||||
|
Index = claimIndex
|
||||||
|
});
|
||||||
|
};
|
||||||
|
|
||||||
|
switch (offer)
|
||||||
|
{
|
||||||
|
case AsteroidOffering asteroid:
|
||||||
|
option.Title = Loc.GetString($"dungeon-config-proto-{asteroid.DungeonConfig.ID}");
|
||||||
|
var layerKeys = asteroid.MarkerLayers.Keys.ToList();
|
||||||
|
layerKeys.Sort();
|
||||||
|
|
||||||
|
foreach (var resource in layerKeys)
|
||||||
|
{
|
||||||
|
var count = asteroid.MarkerLayers[resource];
|
||||||
|
|
||||||
|
var container = new BoxContainer()
|
||||||
|
{
|
||||||
|
Orientation = BoxContainer.LayoutOrientation.Horizontal,
|
||||||
|
HorizontalExpand = true,
|
||||||
|
};
|
||||||
|
|
||||||
|
var resourceLabel = new Label()
|
||||||
|
{
|
||||||
|
Text = Loc.GetString("salvage-magnet-resources",
|
||||||
|
("resource", resource)),
|
||||||
|
HorizontalAlignment = Control.HAlignment.Left,
|
||||||
|
};
|
||||||
|
|
||||||
|
var countLabel = new Label()
|
||||||
|
{
|
||||||
|
Text = Loc.GetString("salvage-magnet-resources-count", ("count", count)),
|
||||||
|
HorizontalAlignment = Control.HAlignment.Right,
|
||||||
|
HorizontalExpand = true,
|
||||||
|
};
|
||||||
|
|
||||||
|
container.AddChild(resourceLabel);
|
||||||
|
container.AddChild(countLabel);
|
||||||
|
|
||||||
|
option.AddContent(container);
|
||||||
|
}
|
||||||
|
|
||||||
|
break;
|
||||||
|
case SalvageOffering salvage:
|
||||||
|
option.Title = Loc.GetString($"salvage-map-proto-{salvage.SalvageMap.ID}");
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
throw new ArgumentOutOfRangeException();
|
||||||
|
}
|
||||||
|
|
||||||
|
_window.AddOption(option);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1,6 +1,7 @@
|
|||||||
using System.Linq;
|
using System.Linq;
|
||||||
using Content.Server.Salvage;
|
using Content.Server.Salvage;
|
||||||
using Content.Shared.CCVar;
|
using Content.Shared.CCVar;
|
||||||
|
using Content.Shared.Salvage;
|
||||||
using Robust.Server.GameObjects;
|
using Robust.Server.GameObjects;
|
||||||
using Robust.Shared.Configuration;
|
using Robust.Shared.Configuration;
|
||||||
using Robust.Shared.GameObjects;
|
using Robust.Shared.GameObjects;
|
||||||
|
|||||||
@@ -21,14 +21,11 @@ using Robust.Shared.Configuration;
|
|||||||
using Robust.Shared.Console;
|
using Robust.Shared.Console;
|
||||||
using Robust.Shared.Map;
|
using Robust.Shared.Map;
|
||||||
using Robust.Shared.Map.Components;
|
using Robust.Shared.Map.Components;
|
||||||
using Robust.Shared.Noise;
|
|
||||||
using Robust.Shared.Physics;
|
using Robust.Shared.Physics;
|
||||||
using Robust.Shared.Physics.Components;
|
|
||||||
using Robust.Shared.Physics.Systems;
|
using Robust.Shared.Physics.Systems;
|
||||||
using Robust.Shared.Player;
|
using Robust.Shared.Player;
|
||||||
using Robust.Shared.Prototypes;
|
using Robust.Shared.Prototypes;
|
||||||
using Robust.Shared.Random;
|
using Robust.Shared.Random;
|
||||||
using Robust.Shared.Serialization.Manager;
|
|
||||||
using Robust.Shared.Threading;
|
using Robust.Shared.Threading;
|
||||||
using Robust.Shared.Utility;
|
using Robust.Shared.Utility;
|
||||||
|
|
||||||
@@ -327,7 +324,8 @@ public sealed partial class BiomeSystem : SharedBiomeSystem
|
|||||||
{
|
{
|
||||||
if (_xformQuery.TryGetComponent(pSession.AttachedEntity, out var xform) &&
|
if (_xformQuery.TryGetComponent(pSession.AttachedEntity, out var xform) &&
|
||||||
_handledEntities.Add(pSession.AttachedEntity.Value) &&
|
_handledEntities.Add(pSession.AttachedEntity.Value) &&
|
||||||
_biomeQuery.TryGetComponent(xform.MapUid, out var biome))
|
_biomeQuery.TryGetComponent(xform.MapUid, out var biome) &&
|
||||||
|
biome.Enabled)
|
||||||
{
|
{
|
||||||
var worldPos = _transform.GetWorldPosition(xform);
|
var worldPos = _transform.GetWorldPosition(xform);
|
||||||
AddChunksInRange(biome, worldPos);
|
AddChunksInRange(biome, worldPos);
|
||||||
@@ -343,7 +341,8 @@ public sealed partial class BiomeSystem : SharedBiomeSystem
|
|||||||
{
|
{
|
||||||
if (!_handledEntities.Add(viewer) ||
|
if (!_handledEntities.Add(viewer) ||
|
||||||
!_xformQuery.TryGetComponent(viewer, out xform) ||
|
!_xformQuery.TryGetComponent(viewer, out xform) ||
|
||||||
!_biomeQuery.TryGetComponent(xform.MapUid, out biome))
|
!_biomeQuery.TryGetComponent(xform.MapUid, out biome) ||
|
||||||
|
!biome.Enabled)
|
||||||
{
|
{
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
@@ -363,8 +362,11 @@ public sealed partial class BiomeSystem : SharedBiomeSystem
|
|||||||
|
|
||||||
while (loadBiomes.MoveNext(out var gridUid, out var biome, out var grid))
|
while (loadBiomes.MoveNext(out var gridUid, out var biome, out var grid))
|
||||||
{
|
{
|
||||||
|
if (!biome.Enabled)
|
||||||
|
continue;
|
||||||
|
|
||||||
// Load new chunks
|
// Load new chunks
|
||||||
LoadChunks(biome, gridUid, grid, biome.Seed, _xformQuery);
|
LoadChunks(biome, gridUid, grid, biome.Seed);
|
||||||
// Unload old chunks
|
// Unload old chunks
|
||||||
UnloadChunks(biome, gridUid, grid, biome.Seed);
|
UnloadChunks(biome, gridUid, grid, biome.Seed);
|
||||||
}
|
}
|
||||||
@@ -414,8 +416,29 @@ public sealed partial class BiomeSystem : SharedBiomeSystem
|
|||||||
BiomeComponent component,
|
BiomeComponent component,
|
||||||
EntityUid gridUid,
|
EntityUid gridUid,
|
||||||
MapGridComponent grid,
|
MapGridComponent grid,
|
||||||
int seed,
|
int seed)
|
||||||
EntityQuery<TransformComponent> xformQuery)
|
{
|
||||||
|
BuildMarkerChunks(component, gridUid, grid, seed);
|
||||||
|
|
||||||
|
var active = _activeChunks[component];
|
||||||
|
|
||||||
|
foreach (var chunk in active)
|
||||||
|
{
|
||||||
|
LoadChunkMarkers(component, gridUid, grid, chunk, seed);
|
||||||
|
|
||||||
|
if (!component.LoadedChunks.Add(chunk))
|
||||||
|
continue;
|
||||||
|
|
||||||
|
// Load NOW!
|
||||||
|
LoadChunk(component, gridUid, grid, chunk, seed);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Goes through all marker chunks that haven't been calculated, then calculates what spawns there are and
|
||||||
|
/// allocates them to the relevant actual chunks in the biome (marker chunks may be many times larger than biome chunks).
|
||||||
|
/// </summary>
|
||||||
|
private void BuildMarkerChunks(BiomeComponent component, EntityUid gridUid, MapGridComponent grid, int seed)
|
||||||
{
|
{
|
||||||
var markers = _markerChunks[component];
|
var markers = _markerChunks[component];
|
||||||
var loadedMarkers = component.LoadedMarkers;
|
var loadedMarkers = component.LoadedMarkers;
|
||||||
@@ -432,98 +455,39 @@ public sealed partial class BiomeSystem : SharedBiomeSystem
|
|||||||
if (loadedMarkers.TryGetValue(layer, out var mobChunks) && mobChunks.Contains(chunk))
|
if (loadedMarkers.TryGetValue(layer, out var mobChunks) && mobChunks.Contains(chunk))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
// Get the set of spawned nodes to avoid overlap.
|
|
||||||
var forced = component.ForcedMarkerLayers.Contains(layer);
|
var forced = component.ForcedMarkerLayers.Contains(layer);
|
||||||
var spawnSet = _tilePool.Get();
|
|
||||||
var frontier = new ValueList<Vector2i>(32);
|
|
||||||
|
|
||||||
// Make a temporary version and copy back in later.
|
// Make a temporary version and copy back in later.
|
||||||
var pending = new Dictionary<Vector2i, Dictionary<string, List<Vector2i>>>();
|
var pending = new Dictionary<Vector2i, Dictionary<string, List<Vector2i>>>();
|
||||||
|
|
||||||
|
// Essentially get the seed + work out a buffer to adjacent chunks so we don't
|
||||||
|
// inadvertantly spawn too many near the edges.
|
||||||
var layerProto = ProtoManager.Index<BiomeMarkerLayerPrototype>(layer);
|
var layerProto = ProtoManager.Index<BiomeMarkerLayerPrototype>(layer);
|
||||||
var buffer = layerProto.Radius / 2f;
|
|
||||||
var markerSeed = seed + chunk.X * ChunkSize + chunk.Y + localIdx;
|
var markerSeed = seed + chunk.X * ChunkSize + chunk.Y + localIdx;
|
||||||
var rand = new Random(markerSeed);
|
var rand = new Random(markerSeed);
|
||||||
|
var buffer = (int) (layerProto.Radius / 2f);
|
||||||
// We treat a null entity mask as requiring nothing else on the tile
|
var bounds = new Box2i(chunk + buffer, chunk + layerProto.Size - buffer);
|
||||||
var lower = (int) Math.Floor(buffer);
|
var count = (int) (bounds.Area / (layerProto.Radius * layerProto.Radius));
|
||||||
var upper = (int) Math.Ceiling(layerProto.Size - buffer);
|
|
||||||
|
|
||||||
// TODO: Need poisson but crashes whenever I use moony's due to inputs or smth idk
|
|
||||||
// Get the total amount of groups to spawn across the entire chunk.
|
|
||||||
var count = (int) ((layerProto.Size - buffer) * (layerProto.Size - buffer) /
|
|
||||||
(layerProto.Radius * layerProto.Radius));
|
|
||||||
count = Math.Min(count, layerProto.MaxCount);
|
count = Math.Min(count, layerProto.MaxCount);
|
||||||
|
|
||||||
// Pick a random tile then BFS outwards from it
|
GetMarkerNodes(gridUid, component, grid, layerProto, forced, bounds, count, rand,
|
||||||
// It will bias edge tiles significantly more but will make the CPU cry less.
|
out var spawnSet, out var existing);
|
||||||
for (var i = 0; i < count; i++)
|
|
||||||
{
|
|
||||||
var groupSize = rand.Next(layerProto.MinGroupSize, layerProto.MaxGroupSize + 1);
|
|
||||||
var startNodeX = rand.Next(lower, upper + 1);
|
|
||||||
var startNodeY = rand.Next(lower, upper + 1);
|
|
||||||
var startNode = new Vector2i(startNodeX, startNodeY);
|
|
||||||
frontier.Clear();
|
|
||||||
frontier.Add(startNode + chunk);
|
|
||||||
|
|
||||||
while (groupSize >= 0 && frontier.Count > 0)
|
// Forcing markers to spawn so delete any that were found to be in the way.
|
||||||
|
if (forced && existing.Count > 0)
|
||||||
{
|
{
|
||||||
var frontierIndex = rand.Next(frontier.Count);
|
// Lock something so we can delete these safely.
|
||||||
var node = frontier[frontierIndex];
|
lock (component.PendingMarkers)
|
||||||
frontier.RemoveSwap(frontierIndex);
|
|
||||||
|
|
||||||
// Add neighbors regardless.
|
|
||||||
for (var x = -1; x <= 1; x++)
|
|
||||||
{
|
{
|
||||||
for (var y = -1; y <= 1; y++)
|
foreach (var ent in existing)
|
||||||
{
|
{
|
||||||
if (x != 0 && y != 0)
|
Del(ent);
|
||||||
continue;
|
|
||||||
|
|
||||||
var neighbor = new Vector2i(node.X + x, node.Y + y);
|
|
||||||
var chunkOffset = neighbor - chunk;
|
|
||||||
|
|
||||||
// Check if it's inbounds.
|
|
||||||
if (chunkOffset.X < lower ||
|
|
||||||
chunkOffset.Y < lower ||
|
|
||||||
chunkOffset.X > upper ||
|
|
||||||
chunkOffset.Y > upper)
|
|
||||||
{
|
|
||||||
continue;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!spawnSet.Add(neighbor))
|
|
||||||
continue;
|
|
||||||
|
|
||||||
frontier.Add(neighbor);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Check if it's a valid spawn, if so then use it.
|
foreach (var node in spawnSet.Keys)
|
||||||
var enumerator = _mapSystem.GetAnchoredEntitiesEnumerator(gridUid, grid, node);
|
|
||||||
enumerator.MoveNext(out var existing);
|
|
||||||
|
|
||||||
if (!forced && existing != null)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
// Check if mask matches // anything blocking.
|
|
||||||
TryGetEntity(node, component, grid, out var proto);
|
|
||||||
|
|
||||||
// If there's an existing entity and it doesn't match the mask then skip.
|
|
||||||
if (layerProto.EntityMask.Count > 0 &&
|
|
||||||
(proto == null ||
|
|
||||||
!layerProto.EntityMask.ContainsKey(proto)))
|
|
||||||
{
|
{
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
// If it's just a flat spawn then just check for anything blocking.
|
|
||||||
if (proto != null && layerProto.Prototype != null)
|
|
||||||
{
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
DebugTools.Assert(layerProto.EntityMask.Count == 0 || !string.IsNullOrEmpty(proto));
|
|
||||||
var chunkOrigin = SharedMapSystem.GetChunkIndices(node, ChunkSize) * ChunkSize;
|
var chunkOrigin = SharedMapSystem.GetChunkIndices(node, ChunkSize) * ChunkSize;
|
||||||
|
|
||||||
if (!pending.TryGetValue(chunkOrigin, out var pendingMarkers))
|
if (!pending.TryGetValue(chunkOrigin, out var pendingMarkers))
|
||||||
@@ -539,21 +503,9 @@ public sealed partial class BiomeSystem : SharedBiomeSystem
|
|||||||
}
|
}
|
||||||
|
|
||||||
layerMarkers.Add(node);
|
layerMarkers.Add(node);
|
||||||
groupSize--;
|
|
||||||
spawnSet.Add(node);
|
|
||||||
|
|
||||||
if (forced && existing != null)
|
|
||||||
{
|
|
||||||
// Just lock anything so we can dump this
|
|
||||||
lock (component.PendingMarkers)
|
|
||||||
{
|
|
||||||
Del(existing.Value);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
lock (component.PendingMarkers)
|
lock (loadedMarkers)
|
||||||
{
|
{
|
||||||
if (!loadedMarkers.TryGetValue(layer, out var lockMobChunks))
|
if (!loadedMarkers.TryGetValue(layer, out var lockMobChunks))
|
||||||
{
|
{
|
||||||
@@ -576,28 +528,130 @@ public sealed partial class BiomeSystem : SharedBiomeSystem
|
|||||||
lockMarkers[lockLayer] = nodes;
|
lockMarkers[lockLayer] = nodes;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
_tilePool.Return(spawnSet);
|
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
component.ForcedMarkerLayers.Clear();
|
component.ForcedMarkerLayers.Clear();
|
||||||
var active = _activeChunks[component];
|
}
|
||||||
|
|
||||||
foreach (var chunk in active)
|
/// <summary>
|
||||||
|
/// Gets the marker nodes for the specified area.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="emptyTiles">Should we include empty tiles when determine markers (e.g. if they are yet to be loaded)</param>
|
||||||
|
public void GetMarkerNodes(
|
||||||
|
EntityUid gridUid,
|
||||||
|
BiomeComponent biome,
|
||||||
|
MapGridComponent grid,
|
||||||
|
BiomeMarkerLayerPrototype layerProto,
|
||||||
|
bool forced,
|
||||||
|
Box2i bounds,
|
||||||
|
int count,
|
||||||
|
Random rand,
|
||||||
|
out Dictionary<Vector2i, string?> spawnSet,
|
||||||
|
out HashSet<EntityUid> existingEnts,
|
||||||
|
bool emptyTiles = true)
|
||||||
{
|
{
|
||||||
LoadMarkerChunk(component, gridUid, grid, chunk, seed);
|
DebugTools.Assert(count > 0);
|
||||||
|
|
||||||
if (!component.LoadedChunks.Add(chunk))
|
var frontier = new ValueList<Vector2i>(32);
|
||||||
|
// TODO: Need poisson but crashes whenever I use moony's due to inputs or smth idk
|
||||||
|
// Get the total amount of groups to spawn across the entire chunk.
|
||||||
|
// We treat a null entity mask as requiring nothing else on the tile
|
||||||
|
|
||||||
|
spawnSet = new Dictionary<Vector2i, string?>();
|
||||||
|
var visited = _tilePool.Get();
|
||||||
|
existingEnts = new HashSet<EntityUid>();
|
||||||
|
|
||||||
|
// Pick a random tile then BFS outwards from it
|
||||||
|
// It will bias edge tiles significantly more but will make the CPU cry less.
|
||||||
|
for (var i = 0; i < count; i++)
|
||||||
|
{
|
||||||
|
var groupSize = rand.Next(layerProto.MinGroupSize, layerProto.MaxGroupSize + 1);
|
||||||
|
var startNodeX = rand.Next(bounds.Left, bounds.Right);
|
||||||
|
var startNodeY = rand.Next(bounds.Bottom, bounds.Top);
|
||||||
|
var startNode = new Vector2i(startNodeX, startNodeY);
|
||||||
|
frontier.Clear();
|
||||||
|
frontier.Add(startNode);
|
||||||
|
visited.Add(startNode);
|
||||||
|
|
||||||
|
while (groupSize >= 0 && frontier.Count > 0)
|
||||||
|
{
|
||||||
|
var frontierIndex = rand.Next(frontier.Count);
|
||||||
|
var node = frontier[frontierIndex];
|
||||||
|
frontier.RemoveSwap(frontierIndex);
|
||||||
|
|
||||||
|
// Add neighbors regardless.
|
||||||
|
for (var x = -1; x <= 1; x++)
|
||||||
|
{
|
||||||
|
for (var y = -1; y <= 1; y++)
|
||||||
|
{
|
||||||
|
if (x != 0 && y != 0)
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
// Load NOW!
|
var neighbor = new Vector2i(node.X + x, node.Y + y);
|
||||||
LoadChunk(component, gridUid, grid, chunk, seed);
|
|
||||||
|
// Check if it's inbounds.
|
||||||
|
if (!bounds.Contains(neighbor))
|
||||||
|
continue;
|
||||||
|
|
||||||
|
if (!visited.Add(neighbor))
|
||||||
|
continue;
|
||||||
|
|
||||||
|
frontier.Add(neighbor);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void LoadMarkerChunk(
|
// Empty tile, skip if relevant.
|
||||||
|
if (!emptyTiles && (!_mapSystem.TryGetTile(grid, node, out var tile) || tile.IsEmpty))
|
||||||
|
continue;
|
||||||
|
|
||||||
|
// Check if it's a valid spawn, if so then use it.
|
||||||
|
var enumerator = _mapSystem.GetAnchoredEntitiesEnumerator(gridUid, grid, node);
|
||||||
|
enumerator.MoveNext(out var existing);
|
||||||
|
|
||||||
|
if (!forced && existing != null)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
// Check if mask matches // anything blocking.
|
||||||
|
TryGetEntity(node, biome, grid, out var proto);
|
||||||
|
|
||||||
|
// If there's an existing entity and it doesn't match the mask then skip.
|
||||||
|
if (layerProto.EntityMask.Count > 0 &&
|
||||||
|
(proto == null ||
|
||||||
|
!layerProto.EntityMask.ContainsKey(proto)))
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
// If it's just a flat spawn then just check for anything blocking.
|
||||||
|
if (proto != null && layerProto.Prototype != null)
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
DebugTools.Assert(layerProto.EntityMask.Count == 0 || !string.IsNullOrEmpty(proto));
|
||||||
|
groupSize--;
|
||||||
|
spawnSet.Add(node, proto);
|
||||||
|
|
||||||
|
if (existing != null)
|
||||||
|
{
|
||||||
|
existingEnts.Add(existing.Value);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
_tilePool.Return(visited);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Loads the pre-deteremined marker nodes for a particular chunk.
|
||||||
|
/// This is calculated in <see cref="BuildMarkerChunks"/>
|
||||||
|
/// </summary>
|
||||||
|
/// <remarks>
|
||||||
|
/// Note that the marker chunks do not correspond to this chunk.
|
||||||
|
/// </remarks>
|
||||||
|
private void LoadChunkMarkers(
|
||||||
BiomeComponent component,
|
BiomeComponent component,
|
||||||
EntityUid gridUid,
|
EntityUid gridUid,
|
||||||
MapGridComponent grid,
|
MapGridComponent grid,
|
||||||
|
|||||||
@@ -1,5 +1,4 @@
|
|||||||
using System.Numerics;
|
using System.Numerics;
|
||||||
using Content.Server.Shuttle.Components;
|
|
||||||
using Content.Server.Shuttles.Components;
|
using Content.Server.Shuttles.Components;
|
||||||
using Content.Server.Shuttles.Systems;
|
using Content.Server.Shuttles.Systems;
|
||||||
using Content.Shared.Movement.Components;
|
using Content.Shared.Movement.Components;
|
||||||
@@ -9,6 +8,7 @@ using Content.Shared.Shuttles.Systems;
|
|||||||
using Robust.Shared.Map;
|
using Robust.Shared.Map;
|
||||||
using Robust.Shared.Physics.Components;
|
using Robust.Shared.Physics.Components;
|
||||||
using Robust.Shared.Player;
|
using Robust.Shared.Player;
|
||||||
|
using DroneConsoleComponent = Content.Server.Shuttles.DroneConsoleComponent;
|
||||||
|
|
||||||
namespace Content.Server.Physics.Controllers
|
namespace Content.Server.Physics.Controllers
|
||||||
{
|
{
|
||||||
|
|||||||
146
Content.Server/Procedural/DungeonJob.NoiseDunGen.cs
Normal file
146
Content.Server/Procedural/DungeonJob.NoiseDunGen.cs
Normal file
@@ -0,0 +1,146 @@
|
|||||||
|
using System.Numerics;
|
||||||
|
using System.Threading.Tasks;
|
||||||
|
using Content.Shared.Maps;
|
||||||
|
using Content.Shared.Procedural;
|
||||||
|
using Content.Shared.Procedural.DungeonGenerators;
|
||||||
|
using Robust.Shared.Map;
|
||||||
|
using Robust.Shared.Map.Components;
|
||||||
|
using Robust.Shared.Random;
|
||||||
|
using Robust.Shared.Utility;
|
||||||
|
|
||||||
|
namespace Content.Server.Procedural;
|
||||||
|
|
||||||
|
public sealed partial class DungeonJob
|
||||||
|
{
|
||||||
|
private async Task<Dungeon> GenerateNoiseDungeon(NoiseDunGen dungen, EntityUid gridUid, MapGridComponent grid,
|
||||||
|
int seed)
|
||||||
|
{
|
||||||
|
var rand = new Random(seed);
|
||||||
|
var tiles = new List<(Vector2i, Tile)>();
|
||||||
|
|
||||||
|
foreach (var layer in dungen.Layers)
|
||||||
|
{
|
||||||
|
layer.Noise.SetSeed(seed);
|
||||||
|
}
|
||||||
|
|
||||||
|
// First we have to find a seed tile, then floodfill from there until we get to noise
|
||||||
|
// at which point we floodfill the entire noise.
|
||||||
|
var iterations = dungen.Iterations;
|
||||||
|
var area = new Box2i();
|
||||||
|
var frontier = new Queue<Vector2i>();
|
||||||
|
var rooms = new List<DungeonRoom>();
|
||||||
|
var tileCount = 0;
|
||||||
|
var tileCap = rand.NextGaussian(dungen.TileCap, dungen.CapStd);
|
||||||
|
var visited = new HashSet<Vector2i>();
|
||||||
|
|
||||||
|
while (iterations > 0 && tileCount < tileCap)
|
||||||
|
{
|
||||||
|
var roomTiles = new HashSet<Vector2i>();
|
||||||
|
iterations--;
|
||||||
|
|
||||||
|
// Get a random exterior tile to start floodfilling from.
|
||||||
|
var edge = rand.Next(4);
|
||||||
|
Vector2i seedTile;
|
||||||
|
|
||||||
|
switch (edge)
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
seedTile = new Vector2i(rand.Next(area.Left - 2, area.Right + 1), area.Bottom - 2);
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
seedTile = new Vector2i(area.Right + 1, rand.Next(area.Bottom - 2, area.Top + 1));
|
||||||
|
break;
|
||||||
|
case 2:
|
||||||
|
seedTile = new Vector2i(rand.Next(area.Left - 2, area.Right + 1), area.Top + 1);
|
||||||
|
break;
|
||||||
|
case 3:
|
||||||
|
seedTile = new Vector2i(area.Left - 2, rand.Next(area.Bottom - 2, area.Top + 1));
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
throw new ArgumentOutOfRangeException();
|
||||||
|
}
|
||||||
|
|
||||||
|
DebugTools.Assert(!visited.Contains(seedTile));
|
||||||
|
var noiseFill = false;
|
||||||
|
frontier.Clear();
|
||||||
|
visited.Add(seedTile);
|
||||||
|
frontier.Enqueue(seedTile);
|
||||||
|
area = area.UnionTile(seedTile);
|
||||||
|
Box2i roomArea = new Box2i(seedTile, seedTile + Vector2i.One);
|
||||||
|
|
||||||
|
// Time to floodfill again
|
||||||
|
while (frontier.TryDequeue(out var node) && tileCount < tileCap)
|
||||||
|
{
|
||||||
|
var foundNoise = false;
|
||||||
|
|
||||||
|
foreach (var layer in dungen.Layers)
|
||||||
|
{
|
||||||
|
var value = layer.Noise.GetNoise(node.X, node.Y);
|
||||||
|
|
||||||
|
if (value < layer.Threshold)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
roomArea = roomArea.UnionTile(node);
|
||||||
|
foundNoise = true;
|
||||||
|
noiseFill = true;
|
||||||
|
var tileDef = _tileDefManager[layer.Tile];
|
||||||
|
var variant = rand.NextByte(tileDef.Variants);
|
||||||
|
|
||||||
|
tiles.Add((node, new Tile(tileDef.TileId, variant: variant)));
|
||||||
|
roomTiles.Add(node);
|
||||||
|
tileCount++;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Don't get neighbors if they don't have noise.
|
||||||
|
// only if we've already found any noise.
|
||||||
|
if (noiseFill && !foundNoise)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
for (var x = -1; x <= 1; x++)
|
||||||
|
{
|
||||||
|
for (var y = -1; y <= 1; y++)
|
||||||
|
{
|
||||||
|
// Cardinals only
|
||||||
|
if (x != 0 && y != 0)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
var neighbor = new Vector2i(node.X + x, node.Y + y);
|
||||||
|
|
||||||
|
if (!visited.Add(neighbor))
|
||||||
|
continue;
|
||||||
|
|
||||||
|
area = area.UnionTile(neighbor);
|
||||||
|
frontier.Enqueue(neighbor);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
await SuspendIfOutOfTime();
|
||||||
|
ValidateResume();
|
||||||
|
}
|
||||||
|
|
||||||
|
var center = Vector2.Zero;
|
||||||
|
|
||||||
|
foreach (var tile in roomTiles)
|
||||||
|
{
|
||||||
|
center += tile + grid.TileSizeHalfVector;
|
||||||
|
}
|
||||||
|
|
||||||
|
center /= roomTiles.Count;
|
||||||
|
rooms.Add(new DungeonRoom(roomTiles, center, roomArea, new HashSet<Vector2i>()));
|
||||||
|
await SuspendIfOutOfTime();
|
||||||
|
ValidateResume();
|
||||||
|
}
|
||||||
|
|
||||||
|
grid.SetTiles(tiles);
|
||||||
|
|
||||||
|
var dungeon = new Dungeon(rooms);
|
||||||
|
|
||||||
|
foreach (var tile in tiles)
|
||||||
|
{
|
||||||
|
dungeon.RoomTiles.Add(tile.Item1);
|
||||||
|
}
|
||||||
|
|
||||||
|
return dungeon;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -790,7 +790,7 @@ public sealed partial class DungeonJob
|
|||||||
foreach (var entrance in room.Entrances)
|
foreach (var entrance in room.Entrances)
|
||||||
{
|
{
|
||||||
// Just so we can still actually get in to the entrance we won't deter from a tile away from it.
|
// Just so we can still actually get in to the entrance we won't deter from a tile away from it.
|
||||||
var normal = ((Vector2) entrance + grid.TileSizeHalfVector - room.Center).ToWorldAngle().GetCardinalDir().ToIntVec();
|
var normal = (entrance + grid.TileSizeHalfVector - room.Center).ToWorldAngle().GetCardinalDir().ToIntVec();
|
||||||
deterredTiles.Remove(entrance + normal);
|
deterredTiles.Remove(entrance + normal);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
138
Content.Server/Procedural/DungeonJob.PostGenBiome.cs
Normal file
138
Content.Server/Procedural/DungeonJob.PostGenBiome.cs
Normal file
@@ -0,0 +1,138 @@
|
|||||||
|
using System.Threading.Tasks;
|
||||||
|
using Content.Server.Parallax;
|
||||||
|
using Content.Shared.Parallax.Biomes;
|
||||||
|
using Content.Shared.Parallax.Biomes.Markers;
|
||||||
|
using Content.Shared.Procedural;
|
||||||
|
using Content.Shared.Procedural.PostGeneration;
|
||||||
|
using Content.Shared.Random.Helpers;
|
||||||
|
using Robust.Shared.Map;
|
||||||
|
using Robust.Shared.Map.Components;
|
||||||
|
using Robust.Shared.Utility;
|
||||||
|
|
||||||
|
namespace Content.Server.Procedural;
|
||||||
|
|
||||||
|
public sealed partial class DungeonJob
|
||||||
|
{
|
||||||
|
/*
|
||||||
|
* Handles PostGen code for marker layers + biomes.
|
||||||
|
*/
|
||||||
|
|
||||||
|
private async Task PostGen(BiomePostGen postGen, Dungeon dungeon, EntityUid gridUid, MapGridComponent grid, Random random)
|
||||||
|
{
|
||||||
|
if (_entManager.TryGetComponent(gridUid, out BiomeComponent? biomeComp))
|
||||||
|
return;
|
||||||
|
|
||||||
|
biomeComp = _entManager.AddComponent<BiomeComponent>(gridUid);
|
||||||
|
var biomeSystem = _entManager.System<BiomeSystem>();
|
||||||
|
biomeSystem.SetTemplate(gridUid, biomeComp, _prototype.Index(postGen.BiomeTemplate));
|
||||||
|
var seed = random.Next();
|
||||||
|
var xformQuery = _entManager.GetEntityQuery<TransformComponent>();
|
||||||
|
|
||||||
|
foreach (var node in dungeon.RoomTiles)
|
||||||
|
{
|
||||||
|
// Need to set per-tile to override data.
|
||||||
|
if (biomeSystem.TryGetTile(node, biomeComp.Layers, seed, grid, out var tile))
|
||||||
|
{
|
||||||
|
_maps.SetTile(gridUid, grid, node, tile.Value);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (biomeSystem.TryGetDecals(node, biomeComp.Layers, seed, grid, out var decals))
|
||||||
|
{
|
||||||
|
foreach (var decal in decals)
|
||||||
|
{
|
||||||
|
_decals.TryAddDecal(decal.ID, new EntityCoordinates(gridUid, decal.Position), out _);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (biomeSystem.TryGetEntity(node, biomeComp, grid, out var entityProto))
|
||||||
|
{
|
||||||
|
var ent = _entManager.SpawnEntity(entityProto, new EntityCoordinates(gridUid, node + grid.TileSizeHalfVector));
|
||||||
|
var xform = xformQuery.Get(ent);
|
||||||
|
|
||||||
|
if (!xform.Comp.Anchored)
|
||||||
|
{
|
||||||
|
_transform.AnchorEntity(ent, xform);
|
||||||
|
}
|
||||||
|
|
||||||
|
// TODO: Engine bug with SpawnAtPosition
|
||||||
|
DebugTools.Assert(xform.Comp.Anchored);
|
||||||
|
}
|
||||||
|
|
||||||
|
await SuspendIfOutOfTime();
|
||||||
|
ValidateResume();
|
||||||
|
}
|
||||||
|
|
||||||
|
biomeComp.Enabled = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
private async Task PostGen(BiomeMarkerLayerPostGen postGen, Dungeon dungeon, EntityUid gridUid, MapGridComponent grid, Random random)
|
||||||
|
{
|
||||||
|
if (!_entManager.TryGetComponent(gridUid, out BiomeComponent? biomeComp))
|
||||||
|
return;
|
||||||
|
|
||||||
|
var biomeSystem = _entManager.System<BiomeSystem>();
|
||||||
|
var weightedRandom = _prototype.Index(postGen.MarkerTemplate);
|
||||||
|
var xformQuery = _entManager.GetEntityQuery<TransformComponent>();
|
||||||
|
var templates = new Dictionary<string, int>();
|
||||||
|
|
||||||
|
for (var i = 0; i < postGen.Count; i++)
|
||||||
|
{
|
||||||
|
var template = weightedRandom.Pick(random);
|
||||||
|
var count = templates.GetOrNew(template);
|
||||||
|
count++;
|
||||||
|
templates[template] = count;
|
||||||
|
}
|
||||||
|
|
||||||
|
foreach (var (template, count) in templates)
|
||||||
|
{
|
||||||
|
var markerTemplate = _prototype.Index<BiomeMarkerLayerPrototype>(template);
|
||||||
|
|
||||||
|
var bounds = new Box2i();
|
||||||
|
|
||||||
|
foreach (var tile in dungeon.RoomTiles)
|
||||||
|
{
|
||||||
|
bounds = bounds.UnionTile(tile);
|
||||||
|
}
|
||||||
|
|
||||||
|
await SuspendIfOutOfTime();
|
||||||
|
ValidateResume();
|
||||||
|
|
||||||
|
biomeSystem.GetMarkerNodes(gridUid, biomeComp, grid, markerTemplate, true, bounds, count,
|
||||||
|
random, out var spawnSet, out var existing, false);
|
||||||
|
|
||||||
|
await SuspendIfOutOfTime();
|
||||||
|
ValidateResume();
|
||||||
|
|
||||||
|
foreach (var ent in existing)
|
||||||
|
{
|
||||||
|
_entManager.DeleteEntity(ent);
|
||||||
|
}
|
||||||
|
|
||||||
|
await SuspendIfOutOfTime();
|
||||||
|
ValidateResume();
|
||||||
|
|
||||||
|
foreach (var (node, mask) in spawnSet)
|
||||||
|
{
|
||||||
|
string? proto;
|
||||||
|
|
||||||
|
if (mask != null && markerTemplate.EntityMask.TryGetValue(mask, out var maskedProto))
|
||||||
|
{
|
||||||
|
proto = maskedProto;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
proto = markerTemplate.Prototype;
|
||||||
|
}
|
||||||
|
|
||||||
|
var ent = _entManager.SpawnAtPosition(proto, new EntityCoordinates(gridUid, node + grid.TileSizeHalfVector));
|
||||||
|
var xform = xformQuery.Get(ent);
|
||||||
|
|
||||||
|
if (!xform.Comp.Anchored)
|
||||||
|
_transform.AnchorEntity(ent, xform);
|
||||||
|
|
||||||
|
await SuspendIfOutOfTime();
|
||||||
|
ValidateResume();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -27,6 +27,7 @@ public sealed partial class DungeonJob : Job<Dungeon>
|
|||||||
private readonly DecalSystem _decals;
|
private readonly DecalSystem _decals;
|
||||||
private readonly DungeonSystem _dungeon;
|
private readonly DungeonSystem _dungeon;
|
||||||
private readonly EntityLookupSystem _lookup;
|
private readonly EntityLookupSystem _lookup;
|
||||||
|
private readonly SharedMapSystem _maps;
|
||||||
private readonly SharedTransformSystem _transform;
|
private readonly SharedTransformSystem _transform;
|
||||||
private EntityQuery<TagComponent> _tagQuery;
|
private EntityQuery<TagComponent> _tagQuery;
|
||||||
|
|
||||||
@@ -68,6 +69,7 @@ public sealed partial class DungeonJob : Job<Dungeon>
|
|||||||
_decals = decals;
|
_decals = decals;
|
||||||
_dungeon = dungeon;
|
_dungeon = dungeon;
|
||||||
_lookup = lookup;
|
_lookup = lookup;
|
||||||
|
_maps = _entManager.System<SharedMapSystem>();
|
||||||
_transform = transform;
|
_transform = transform;
|
||||||
_tagQuery = _entManager.GetEntityQuery<TagComponent>();
|
_tagQuery = _entManager.GetEntityQuery<TagComponent>();
|
||||||
|
|
||||||
@@ -86,15 +88,18 @@ public sealed partial class DungeonJob : Job<Dungeon>
|
|||||||
|
|
||||||
switch (_gen.Generator)
|
switch (_gen.Generator)
|
||||||
{
|
{
|
||||||
|
case NoiseDunGen noise:
|
||||||
|
dungeon = await GenerateNoiseDungeon(noise, _gridUid, _grid, _seed);
|
||||||
|
break;
|
||||||
case PrefabDunGen prefab:
|
case PrefabDunGen prefab:
|
||||||
dungeon = await GeneratePrefabDungeon(prefab, _gridUid, _grid, _seed);
|
dungeon = await GeneratePrefabDungeon(prefab, _gridUid, _grid, _seed);
|
||||||
|
DebugTools.Assert(dungeon.RoomExteriorTiles.Count > 0);
|
||||||
break;
|
break;
|
||||||
default:
|
default:
|
||||||
throw new NotImplementedException();
|
throw new NotImplementedException();
|
||||||
}
|
}
|
||||||
|
|
||||||
DebugTools.Assert(dungeon.RoomTiles.Count > 0);
|
DebugTools.Assert(dungeon.RoomTiles.Count > 0);
|
||||||
DebugTools.Assert(dungeon.RoomExteriorTiles.Count > 0);
|
|
||||||
|
|
||||||
// To make it slightly more deterministic treat this RNG as separate ig.
|
// To make it slightly more deterministic treat this RNG as separate ig.
|
||||||
var random = new Random(_seed);
|
var random = new Random(_seed);
|
||||||
@@ -108,6 +113,9 @@ public sealed partial class DungeonJob : Job<Dungeon>
|
|||||||
case AutoCablingPostGen cabling:
|
case AutoCablingPostGen cabling:
|
||||||
await PostGen(cabling, dungeon, _gridUid, _grid, random);
|
await PostGen(cabling, dungeon, _gridUid, _grid, random);
|
||||||
break;
|
break;
|
||||||
|
case BiomePostGen biome:
|
||||||
|
await PostGen(biome, dungeon, _gridUid, _grid, random);
|
||||||
|
break;
|
||||||
case BoundaryWallPostGen boundary:
|
case BoundaryWallPostGen boundary:
|
||||||
await PostGen(boundary, dungeon, _gridUid, _grid, random);
|
await PostGen(boundary, dungeon, _gridUid, _grid, random);
|
||||||
break;
|
break;
|
||||||
@@ -138,6 +146,9 @@ public sealed partial class DungeonJob : Job<Dungeon>
|
|||||||
case InternalWindowPostGen internalWindow:
|
case InternalWindowPostGen internalWindow:
|
||||||
await PostGen(internalWindow, dungeon, _gridUid, _grid, random);
|
await PostGen(internalWindow, dungeon, _gridUid, _grid, random);
|
||||||
break;
|
break;
|
||||||
|
case BiomeMarkerLayerPostGen markerPost:
|
||||||
|
await PostGen(markerPost, dungeon, _gridUid, _grid, random);
|
||||||
|
break;
|
||||||
case RoomEntrancePostGen rEntrance:
|
case RoomEntrancePostGen rEntrance:
|
||||||
await PostGen(rEntrance, dungeon, _gridUid, _grid, random);
|
await PostGen(rEntrance, dungeon, _gridUid, _grid, random);
|
||||||
break;
|
break;
|
||||||
@@ -154,6 +165,7 @@ public sealed partial class DungeonJob : Job<Dungeon>
|
|||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Defer splitting so they don't get spammed and so we don't have to worry about tracking the grid along the way.
|
||||||
_grid.CanSplit = true;
|
_grid.CanSplit = true;
|
||||||
_entManager.System<GridFixtureSystem>().CheckSplits(_gridUid);
|
_entManager.System<GridFixtureSystem>().CheckSplits(_gridUid);
|
||||||
return dungeon;
|
return dungeon;
|
||||||
|
|||||||
@@ -227,7 +227,6 @@ public sealed partial class DungeonSystem : SharedDungeonSystem
|
|||||||
|
|
||||||
_dungeonJobs.Add(job, cancelToken);
|
_dungeonJobs.Add(job, cancelToken);
|
||||||
_dungeonJobQueue.EnqueueJob(job);
|
_dungeonJobQueue.EnqueueJob(job);
|
||||||
job.Run();
|
|
||||||
await job.AsTask;
|
await job.AsTask;
|
||||||
|
|
||||||
if (job.Exception != null)
|
if (job.Exception != null)
|
||||||
|
|||||||
@@ -5,6 +5,9 @@ using Robust.Shared.Random;
|
|||||||
|
|
||||||
namespace Content.Server.Salvage;
|
namespace Content.Server.Salvage;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Transports attached entities to the linked beacon after a timer has elapsed.
|
||||||
|
/// </summary>
|
||||||
public sealed class FultonSystem : SharedFultonSystem
|
public sealed class FultonSystem : SharedFultonSystem
|
||||||
{
|
{
|
||||||
[Dependency] private readonly IRobustRandom _random = default!;
|
[Dependency] private readonly IRobustRandom _random = default!;
|
||||||
|
|||||||
7
Content.Server/Salvage/Magnet/SalvageMagnetComponent.cs
Normal file
7
Content.Server/Salvage/Magnet/SalvageMagnetComponent.cs
Normal file
@@ -0,0 +1,7 @@
|
|||||||
|
namespace Content.Server.Salvage.Magnet;
|
||||||
|
|
||||||
|
[RegisterComponent]
|
||||||
|
public sealed partial class SalvageMagnetComponent : Component
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
57
Content.Server/Salvage/Magnet/SalvageMagnetDataComponent.cs
Normal file
57
Content.Server/Salvage/Magnet/SalvageMagnetDataComponent.cs
Normal file
@@ -0,0 +1,57 @@
|
|||||||
|
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
|
||||||
|
|
||||||
|
namespace Content.Server.Salvage.Magnet;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Added to the station to hold salvage magnet data.
|
||||||
|
/// </summary>
|
||||||
|
[RegisterComponent]
|
||||||
|
public sealed partial class SalvageMagnetDataComponent : Component
|
||||||
|
{
|
||||||
|
// May be multiple due to splitting.
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Entities currently magnetised.
|
||||||
|
/// </summary>
|
||||||
|
[DataField]
|
||||||
|
public List<EntityUid>? ActiveEntities;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// If the magnet is currently active when does it end.
|
||||||
|
/// </summary>
|
||||||
|
[DataField(customTypeSerializer:typeof(TimeOffsetSerializer))]
|
||||||
|
public TimeSpan? EndTime;
|
||||||
|
|
||||||
|
[DataField(customTypeSerializer:typeof(TimeOffsetSerializer))]
|
||||||
|
public TimeSpan NextOffer;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// How long salvage will be active for before despawning.
|
||||||
|
/// </summary>
|
||||||
|
[DataField]
|
||||||
|
public TimeSpan ActiveTime = TimeSpan.FromMinutes(6);
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Cooldown between offerings after one ends.
|
||||||
|
/// </summary>
|
||||||
|
[DataField]
|
||||||
|
public TimeSpan OfferCooldown = TimeSpan.FromMinutes(3);
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Seeds currently offered
|
||||||
|
/// </summary>
|
||||||
|
[DataField]
|
||||||
|
public List<int> Offered = new();
|
||||||
|
|
||||||
|
[DataField]
|
||||||
|
public int OfferCount = 6;
|
||||||
|
|
||||||
|
[DataField]
|
||||||
|
public int ActiveSeed;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Final countdown announcement.
|
||||||
|
/// </summary>
|
||||||
|
[DataField]
|
||||||
|
public bool Announced;
|
||||||
|
}
|
||||||
@@ -0,0 +1,14 @@
|
|||||||
|
namespace Content.Server.Salvage.Magnet;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Indicates the entity is a salvage target for tracking.
|
||||||
|
/// </summary>
|
||||||
|
[RegisterComponent]
|
||||||
|
public sealed partial class SalvageMagnetTargetComponent : Component
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Entity that spawned us.
|
||||||
|
/// </summary>
|
||||||
|
[DataField]
|
||||||
|
public EntityUid DataTarget;
|
||||||
|
}
|
||||||
@@ -0,0 +1,12 @@
|
|||||||
|
namespace Content.Server.Salvage.Magnet;
|
||||||
|
|
||||||
|
// This is dumb
|
||||||
|
/// <summary>
|
||||||
|
/// Deletes the attached entity if the linked entity is deleted.
|
||||||
|
/// </summary>
|
||||||
|
[RegisterComponent]
|
||||||
|
public sealed partial class SalvageMobRestrictionsComponent : Component
|
||||||
|
{
|
||||||
|
[DataField, ViewVariables(VVAccess.ReadWrite)]
|
||||||
|
public EntityUid LinkedEntity;
|
||||||
|
}
|
||||||
@@ -1,14 +0,0 @@
|
|||||||
namespace Content.Server.Salvage
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// A grid spawned by a salvage magnet.
|
|
||||||
/// </summary>
|
|
||||||
[RegisterComponent]
|
|
||||||
public sealed partial class SalvageGridComponent : Component
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// The magnet that spawned this grid.
|
|
||||||
/// </summary>
|
|
||||||
public EntityUid? SpawnerMagnet;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,138 +0,0 @@
|
|||||||
using Content.Shared.Radio;
|
|
||||||
using Content.Shared.Random;
|
|
||||||
using Content.Shared.Salvage;
|
|
||||||
using Robust.Shared.GameStates;
|
|
||||||
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
|
|
||||||
|
|
||||||
namespace Content.Server.Salvage
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// A salvage magnet.
|
|
||||||
/// </summary>
|
|
||||||
[NetworkedComponent, RegisterComponent]
|
|
||||||
[Access(typeof(SalvageSystem))]
|
|
||||||
public sealed partial class SalvageMagnetComponent : SharedSalvageMagnetComponent
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// Maximum distance from the offset position that will be used as a salvage's spawnpoint.
|
|
||||||
/// </summary>
|
|
||||||
[ViewVariables(VVAccess.ReadWrite)]
|
|
||||||
[DataField("offsetRadiusMax")]
|
|
||||||
public float OffsetRadiusMax = 32;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// The entity attached to the magnet
|
|
||||||
/// </summary>
|
|
||||||
[ViewVariables(VVAccess.ReadOnly)]
|
|
||||||
[DataField("attachedEntity")]
|
|
||||||
public EntityUid? AttachedEntity;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Current state of this magnet
|
|
||||||
/// </summary>
|
|
||||||
[ViewVariables(VVAccess.ReadOnly)]
|
|
||||||
[DataField("magnetState")]
|
|
||||||
public MagnetState MagnetState = MagnetState.Inactive;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// How long it takes for the magnet to pull in the debris
|
|
||||||
/// </summary>
|
|
||||||
[ViewVariables(VVAccess.ReadWrite)]
|
|
||||||
[DataField("baseAttachingTime")]
|
|
||||||
public TimeSpan BaseAttachingTime = TimeSpan.FromSeconds(30);
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// How long it actually takes for the magnet to pull in the debris
|
|
||||||
/// </summary>
|
|
||||||
[ViewVariables(VVAccess.ReadWrite)]
|
|
||||||
[DataField("attachingTime")]
|
|
||||||
public TimeSpan AttachingTime = TimeSpan.FromSeconds(30);
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// How long the magnet can hold the debris until it starts losing the lock
|
|
||||||
/// </summary>
|
|
||||||
[ViewVariables(VVAccess.ReadWrite)]
|
|
||||||
[DataField("holdTime")]
|
|
||||||
public TimeSpan HoldTime = TimeSpan.FromSeconds(240);
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// How long the magnet can hold the debris while losing the lock
|
|
||||||
/// </summary>
|
|
||||||
[ViewVariables(VVAccess.ReadWrite)]
|
|
||||||
[DataField("detachingTime")]
|
|
||||||
public TimeSpan DetachingTime = TimeSpan.FromSeconds(30);
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// How long the magnet has to cool down for after use
|
|
||||||
/// </summary>
|
|
||||||
[ViewVariables(VVAccess.ReadWrite)]
|
|
||||||
[DataField("baseCooldownTime")]
|
|
||||||
public TimeSpan BaseCooldownTime = TimeSpan.FromSeconds(60);
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// How long the magnet actually has to cool down for after use
|
|
||||||
/// </summary>
|
|
||||||
[ViewVariables(VVAccess.ReadWrite)]
|
|
||||||
[DataField("cooldownTime")]
|
|
||||||
public TimeSpan CooldownTime = TimeSpan.FromSeconds(60);
|
|
||||||
|
|
||||||
[DataField("salvageChannel", customTypeSerializer: typeof(PrototypeIdSerializer<RadioChannelPrototype>))]
|
|
||||||
public string SalvageChannel = "Supply";
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Current how much charge the magnet currently has
|
|
||||||
/// </summary>
|
|
||||||
[DataField("chargeRemaining")]
|
|
||||||
public int ChargeRemaining = 5;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// How much capacity the magnet can hold
|
|
||||||
/// </summary>
|
|
||||||
[DataField("chargeCapacity")]
|
|
||||||
public int ChargeCapacity = 5;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Used as a guard to prevent spamming the appearance system
|
|
||||||
/// </summary>
|
|
||||||
[DataField("previousCharge")]
|
|
||||||
public int PreviousCharge = 5;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// The chance that a random procgen asteroid will be
|
|
||||||
/// generated rather than a static salvage prototype.
|
|
||||||
/// </summary>
|
|
||||||
[DataField("asteroidChance"), ViewVariables(VVAccess.ReadWrite)]
|
|
||||||
public float AsteroidChance = 0.6f;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// A weighted random prototype corresponding to
|
|
||||||
/// what asteroid entities will be generated.
|
|
||||||
/// </summary>
|
|
||||||
[DataField("asteroidPool", customTypeSerializer: typeof(PrototypeIdSerializer<WeightedRandomEntityPrototype>)), ViewVariables(VVAccess.ReadWrite)]
|
|
||||||
public string AsteroidPool = "RandomAsteroidPool";
|
|
||||||
}
|
|
||||||
|
|
||||||
[CopyByRef, DataRecord]
|
|
||||||
public record struct MagnetState(MagnetStateType StateType, TimeSpan Until)
|
|
||||||
{
|
|
||||||
public static readonly MagnetState Inactive = new (MagnetStateType.Inactive, TimeSpan.Zero);
|
|
||||||
};
|
|
||||||
|
|
||||||
public sealed class SalvageMagnetActivatedEvent : EntityEventArgs
|
|
||||||
{
|
|
||||||
public EntityUid Magnet;
|
|
||||||
|
|
||||||
public SalvageMagnetActivatedEvent(EntityUid magnet)
|
|
||||||
{
|
|
||||||
Magnet = magnet;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
public enum MagnetStateType
|
|
||||||
{
|
|
||||||
Inactive,
|
|
||||||
Attaching,
|
|
||||||
Holding,
|
|
||||||
Detaching,
|
|
||||||
CoolingDown,
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,20 +0,0 @@
|
|||||||
using Robust.Shared.Prototypes;
|
|
||||||
using Robust.Shared.Utility;
|
|
||||||
|
|
||||||
namespace Content.Server.Salvage;
|
|
||||||
|
|
||||||
[Prototype("salvageMap")]
|
|
||||||
public sealed partial class SalvageMapPrototype : IPrototype
|
|
||||||
{
|
|
||||||
[ViewVariables] [IdDataField] public string ID { get; } = default!;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Relative directory path to the given map, i.e. `Maps/Salvage/template.yml`
|
|
||||||
/// </summary>
|
|
||||||
[DataField("mapPath", required: true)] public ResPath MapPath;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Name for admin use
|
|
||||||
/// </summary>
|
|
||||||
[DataField("name")] public string Name = string.Empty;
|
|
||||||
}
|
|
||||||
@@ -1,23 +0,0 @@
|
|||||||
using Robust.Shared.GameObjects;
|
|
||||||
using Robust.Shared.Maths;
|
|
||||||
using Robust.Shared.Serialization.Manager.Attributes;
|
|
||||||
using Robust.Shared.ViewVariables;
|
|
||||||
using System;
|
|
||||||
|
|
||||||
namespace Content.Server.Salvage;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// This component exists as a sort of stateful marker for a
|
|
||||||
/// killswitch meant to keep salvage mobs from doing stuff they
|
|
||||||
/// really shouldn't (attacking station).
|
|
||||||
/// The main thing is that adding this component ties the mob to
|
|
||||||
/// whatever it's currently parented to.
|
|
||||||
/// </summary>
|
|
||||||
[RegisterComponent]
|
|
||||||
public sealed partial class SalvageMobRestrictionsComponent : Component
|
|
||||||
{
|
|
||||||
[ViewVariables(VVAccess.ReadOnly)]
|
|
||||||
[DataField("linkedGridEntity")]
|
|
||||||
public EntityUid LinkedGridEntity = EntityUid.Invalid;
|
|
||||||
}
|
|
||||||
|
|
||||||
@@ -1,23 +0,0 @@
|
|||||||
using Robust.Shared.GameObjects;
|
|
||||||
using Robust.Shared.Maths;
|
|
||||||
using Robust.Shared.Serialization.Manager.Attributes;
|
|
||||||
using Robust.Shared.ViewVariables;
|
|
||||||
using System;
|
|
||||||
|
|
||||||
namespace Content.Server.Salvage;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// This component is attached to grids when a salvage mob is
|
|
||||||
/// spawned on them.
|
|
||||||
/// This attachment is done by SalvageMobRestrictionsSystem.
|
|
||||||
/// *Simply put, when this component is removed, the mobs die.*
|
|
||||||
/// *This applies even if the mobs are off-grid at the time.*
|
|
||||||
/// </summary>
|
|
||||||
[RegisterComponent]
|
|
||||||
public sealed partial class SalvageMobRestrictionsGridComponent : Component
|
|
||||||
{
|
|
||||||
[ViewVariables(VVAccess.ReadOnly)]
|
|
||||||
[DataField("mobsToKill")]
|
|
||||||
public List<EntityUid> MobsToKill = new();
|
|
||||||
}
|
|
||||||
|
|
||||||
@@ -1,70 +0,0 @@
|
|||||||
using Content.Server.Body.Systems;
|
|
||||||
using Content.Shared.Body.Components;
|
|
||||||
using Content.Shared.Damage;
|
|
||||||
using Content.Shared.Mobs.Systems;
|
|
||||||
|
|
||||||
namespace Content.Server.Salvage;
|
|
||||||
|
|
||||||
public sealed class SalvageMobRestrictionsSystem : EntitySystem
|
|
||||||
{
|
|
||||||
[Dependency] private readonly BodySystem _bodySystem = default!;
|
|
||||||
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
|
|
||||||
[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
|
|
||||||
|
|
||||||
public override void Initialize()
|
|
||||||
{
|
|
||||||
base.Initialize();
|
|
||||||
|
|
||||||
SubscribeLocalEvent<SalvageMobRestrictionsComponent, ComponentInit>(OnInit);
|
|
||||||
SubscribeLocalEvent<SalvageMobRestrictionsComponent, ComponentRemove>(OnRemove);
|
|
||||||
SubscribeLocalEvent<SalvageMobRestrictionsGridComponent, ComponentRemove>(OnRemoveGrid);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnInit(EntityUid uid, SalvageMobRestrictionsComponent component, ComponentInit args)
|
|
||||||
{
|
|
||||||
var gridUid = Transform(uid).ParentUid;
|
|
||||||
if (!EntityManager.EntityExists(gridUid))
|
|
||||||
{
|
|
||||||
// Give up, we were spawned improperly
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
// When this code runs, the salvage magnet hasn't actually gotten ahold of the entity yet.
|
|
||||||
// So it therefore isn't in a position to do this.
|
|
||||||
if (!TryComp(gridUid, out SalvageMobRestrictionsGridComponent? rg))
|
|
||||||
{
|
|
||||||
rg = AddComp<SalvageMobRestrictionsGridComponent>(gridUid);
|
|
||||||
}
|
|
||||||
rg.MobsToKill.Add(uid);
|
|
||||||
component.LinkedGridEntity = gridUid;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnRemove(EntityUid uid, SalvageMobRestrictionsComponent component, ComponentRemove args)
|
|
||||||
{
|
|
||||||
if (TryComp(component.LinkedGridEntity, out SalvageMobRestrictionsGridComponent? rg))
|
|
||||||
{
|
|
||||||
rg.MobsToKill.Remove(uid);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnRemoveGrid(EntityUid uid, SalvageMobRestrictionsGridComponent component, ComponentRemove args)
|
|
||||||
{
|
|
||||||
var metaQuery = GetEntityQuery<MetaDataComponent>();
|
|
||||||
var bodyQuery = GetEntityQuery<BodyComponent>();
|
|
||||||
var damageQuery = GetEntityQuery<DamageableComponent>();
|
|
||||||
foreach (var target in component.MobsToKill)
|
|
||||||
{
|
|
||||||
if (Deleted(target, metaQuery)) continue;
|
|
||||||
if (_mobStateSystem.IsDead(target)) continue; // DONT WASTE BIOMASS
|
|
||||||
if (bodyQuery.TryGetComponent(target, out var body))
|
|
||||||
{
|
|
||||||
// Just because.
|
|
||||||
_bodySystem.GibBody(target, body: body);
|
|
||||||
}
|
|
||||||
else if (damageQuery.TryGetComponent(target, out var damageableComponent))
|
|
||||||
{
|
|
||||||
_damageableSystem.SetAllDamage(target, damageableComponent, 200);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
@@ -44,7 +44,7 @@ sealed class SalvageRulerCommand : IConsoleCommand
|
|||||||
var first = true;
|
var first = true;
|
||||||
foreach (var mapGrid in _maps.GetAllGrids(entityTransform.MapID))
|
foreach (var mapGrid in _maps.GetAllGrids(entityTransform.MapID))
|
||||||
{
|
{
|
||||||
var aabb = _entities.GetComponent<TransformComponent>(mapGrid).WorldMatrix.TransformBox(mapGrid.Comp.LocalAABB);
|
var aabb = _entities.System<SharedTransformSystem>().GetWorldMatrix(mapGrid).TransformBox(mapGrid.Comp.LocalAABB);
|
||||||
if (first)
|
if (first)
|
||||||
{
|
{
|
||||||
total = aabb;
|
total = aabb;
|
||||||
|
|||||||
408
Content.Server/Salvage/SalvageSystem.Magnet.cs
Normal file
408
Content.Server/Salvage/SalvageSystem.Magnet.cs
Normal file
@@ -0,0 +1,408 @@
|
|||||||
|
using System.Linq;
|
||||||
|
using System.Numerics;
|
||||||
|
using System.Threading.Tasks;
|
||||||
|
using Content.Server.Salvage.Magnet;
|
||||||
|
using Content.Shared.Humanoid;
|
||||||
|
using Content.Shared.Mobs.Components;
|
||||||
|
using Content.Shared.Radio;
|
||||||
|
using Content.Shared.Salvage.Magnet;
|
||||||
|
using Robust.Server.Maps;
|
||||||
|
using Robust.Shared.Map;
|
||||||
|
|
||||||
|
namespace Content.Server.Salvage;
|
||||||
|
|
||||||
|
public sealed partial class SalvageSystem
|
||||||
|
{
|
||||||
|
[ValidatePrototypeId<RadioChannelPrototype>]
|
||||||
|
private const string MagnetChannel = "Supply";
|
||||||
|
|
||||||
|
private EntityQuery<SalvageMobRestrictionsComponent> _salvMobQuery;
|
||||||
|
|
||||||
|
private void InitializeMagnet()
|
||||||
|
{
|
||||||
|
_salvMobQuery = GetEntityQuery<SalvageMobRestrictionsComponent>();
|
||||||
|
|
||||||
|
SubscribeLocalEvent<SalvageMagnetDataComponent, MapInitEvent>(OnMagnetDataMapInit);
|
||||||
|
|
||||||
|
SubscribeLocalEvent<SalvageMagnetTargetComponent, GridSplitEvent>(OnMagnetTargetSplit);
|
||||||
|
|
||||||
|
SubscribeLocalEvent<SalvageMagnetComponent, MagnetClaimOfferEvent>(OnMagnetClaim);
|
||||||
|
SubscribeLocalEvent<SalvageMagnetComponent, ComponentStartup>(OnMagnetStartup);
|
||||||
|
SubscribeLocalEvent<SalvageMagnetComponent, AnchorStateChangedEvent>(OnMagnetAnchored);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnMagnetClaim(EntityUid uid, SalvageMagnetComponent component, ref MagnetClaimOfferEvent args)
|
||||||
|
{
|
||||||
|
var player = args.Session.AttachedEntity;
|
||||||
|
|
||||||
|
if (player is null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
var station = _station.GetOwningStation(uid);
|
||||||
|
|
||||||
|
if (!TryComp(station, out SalvageMagnetDataComponent? dataComp) ||
|
||||||
|
dataComp.EndTime != null)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
TakeMagnetOffer((station.Value, dataComp), args.Index, (uid, component));
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnMagnetStartup(EntityUid uid, SalvageMagnetComponent component, ComponentStartup args)
|
||||||
|
{
|
||||||
|
UpdateMagnetUI((uid, component), Transform(uid));
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnMagnetAnchored(EntityUid uid, SalvageMagnetComponent component, ref AnchorStateChangedEvent args)
|
||||||
|
{
|
||||||
|
if (!args.Anchored)
|
||||||
|
return;
|
||||||
|
|
||||||
|
UpdateMagnetUI((uid, component), args.Transform);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnMagnetDataMapInit(EntityUid uid, SalvageMagnetDataComponent component, ref MapInitEvent args)
|
||||||
|
{
|
||||||
|
CreateMagnetOffers((uid, component));
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnMagnetTargetSplit(EntityUid uid, SalvageMagnetTargetComponent component, ref GridSplitEvent args)
|
||||||
|
{
|
||||||
|
// Don't think I'm not onto you people splitting to make new grids.
|
||||||
|
if (TryComp(component.DataTarget, out SalvageMagnetDataComponent? dataComp))
|
||||||
|
{
|
||||||
|
foreach (var gridUid in args.NewGrids)
|
||||||
|
{
|
||||||
|
dataComp.ActiveEntities?.Add(gridUid);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UpdateMagnet()
|
||||||
|
{
|
||||||
|
var dataQuery = EntityQueryEnumerator<SalvageMagnetDataComponent>();
|
||||||
|
var curTime = _timing.CurTime;
|
||||||
|
|
||||||
|
while (dataQuery.MoveNext(out var uid, out var magnetData))
|
||||||
|
{
|
||||||
|
// Magnet currently active.
|
||||||
|
if (magnetData.EndTime != null)
|
||||||
|
{
|
||||||
|
if (magnetData.EndTime.Value < curTime)
|
||||||
|
{
|
||||||
|
EndMagnet((uid, magnetData));
|
||||||
|
}
|
||||||
|
else if (!magnetData.Announced && (magnetData.EndTime.Value - curTime).TotalSeconds < 31)
|
||||||
|
{
|
||||||
|
var magnet = GetMagnet((uid, magnetData));
|
||||||
|
|
||||||
|
if (magnet != null)
|
||||||
|
{
|
||||||
|
Report(magnet.Value.Owner, MagnetChannel,
|
||||||
|
"salvage-system-announcement-losing",
|
||||||
|
("timeLeft", (magnetData.EndTime.Value - curTime).Seconds));
|
||||||
|
}
|
||||||
|
|
||||||
|
magnetData.Announced = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (magnetData.NextOffer < curTime)
|
||||||
|
{
|
||||||
|
CreateMagnetOffers((uid, magnetData));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Ends the magnet attachment and deletes the relevant grids.
|
||||||
|
/// </summary>
|
||||||
|
private void EndMagnet(Entity<SalvageMagnetDataComponent> data)
|
||||||
|
{
|
||||||
|
if (data.Comp.ActiveEntities != null)
|
||||||
|
{
|
||||||
|
// Handle mobrestrictions getting deleted
|
||||||
|
var query = AllEntityQuery<SalvageMobRestrictionsComponent>();
|
||||||
|
|
||||||
|
while (query.MoveNext(out var salvUid, out var salvMob))
|
||||||
|
{
|
||||||
|
if (data.Comp.ActiveEntities.Contains(salvMob.LinkedEntity))
|
||||||
|
{
|
||||||
|
QueueDel(salvUid);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Uhh yeah don't delete mobs or whatever
|
||||||
|
var mobQuery = AllEntityQuery<HumanoidAppearanceComponent, MobStateComponent, TransformComponent>();
|
||||||
|
|
||||||
|
while (mobQuery.MoveNext(out var mobUid, out _, out _, out var xform))
|
||||||
|
{
|
||||||
|
if (xform.GridUid == null || !data.Comp.ActiveEntities.Contains(xform.GridUid.Value) || xform.MapUid == null)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
_transform.SetParent(mobUid, xform.MapUid.Value);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Go and cleanup the active ents.
|
||||||
|
foreach (var ent in data.Comp.ActiveEntities)
|
||||||
|
{
|
||||||
|
Del(ent);
|
||||||
|
}
|
||||||
|
|
||||||
|
data.Comp.ActiveEntities = null;
|
||||||
|
}
|
||||||
|
|
||||||
|
data.Comp.EndTime = null;
|
||||||
|
UpdateMagnetUIs(data);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void CreateMagnetOffers(Entity<SalvageMagnetDataComponent> data)
|
||||||
|
{
|
||||||
|
data.Comp.Offered.Clear();
|
||||||
|
|
||||||
|
for (var i = 0; i < data.Comp.OfferCount; i++)
|
||||||
|
{
|
||||||
|
var seed = _random.Next();
|
||||||
|
|
||||||
|
// Fuck with the seed to mix wrecks and asteroids.
|
||||||
|
seed = (int) (seed / 10f) * 10;
|
||||||
|
|
||||||
|
if (i >= data.Comp.OfferCount / 2)
|
||||||
|
{
|
||||||
|
seed++;
|
||||||
|
}
|
||||||
|
|
||||||
|
data.Comp.Offered.Add(seed);
|
||||||
|
}
|
||||||
|
|
||||||
|
data.Comp.NextOffer = _timing.CurTime + data.Comp.OfferCooldown;
|
||||||
|
UpdateMagnetUIs(data);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Just need something to announce.
|
||||||
|
private Entity<SalvageMagnetComponent>? GetMagnet(Entity<SalvageMagnetDataComponent> data)
|
||||||
|
{
|
||||||
|
var query = AllEntityQuery<SalvageMagnetComponent, TransformComponent>();
|
||||||
|
|
||||||
|
while (query.MoveNext(out var magnetUid, out var magnet, out var xform))
|
||||||
|
{
|
||||||
|
var stationUid = _station.GetOwningStation(magnetUid, xform);
|
||||||
|
|
||||||
|
if (stationUid != data.Owner)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
return (magnetUid, magnet);
|
||||||
|
}
|
||||||
|
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UpdateMagnetUI(Entity<SalvageMagnetComponent> entity, TransformComponent xform)
|
||||||
|
{
|
||||||
|
var station = _station.GetOwningStation(entity, xform);
|
||||||
|
|
||||||
|
if (!TryComp(station, out SalvageMagnetDataComponent? dataComp))
|
||||||
|
return;
|
||||||
|
|
||||||
|
_ui.TrySetUiState(entity, SalvageMagnetUiKey.Key,
|
||||||
|
new SalvageMagnetBoundUserInterfaceState(dataComp.Offered)
|
||||||
|
{
|
||||||
|
Cooldown = dataComp.OfferCooldown,
|
||||||
|
Duration = dataComp.ActiveTime,
|
||||||
|
EndTime = dataComp.EndTime,
|
||||||
|
NextOffer = dataComp.NextOffer,
|
||||||
|
ActiveSeed = dataComp.ActiveSeed,
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UpdateMagnetUIs(Entity<SalvageMagnetDataComponent> data)
|
||||||
|
{
|
||||||
|
var query = AllEntityQuery<SalvageMagnetComponent, TransformComponent>();
|
||||||
|
|
||||||
|
while (query.MoveNext(out var magnetUid, out var magnet, out var xform))
|
||||||
|
{
|
||||||
|
var station = _station.GetOwningStation(magnetUid, xform);
|
||||||
|
|
||||||
|
if (station != data.Owner)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
_ui.TrySetUiState(magnetUid, SalvageMagnetUiKey.Key,
|
||||||
|
new SalvageMagnetBoundUserInterfaceState(data.Comp.Offered)
|
||||||
|
{
|
||||||
|
Cooldown = data.Comp.OfferCooldown,
|
||||||
|
Duration = data.Comp.ActiveTime,
|
||||||
|
EndTime = data.Comp.EndTime,
|
||||||
|
NextOffer = data.Comp.NextOffer,
|
||||||
|
ActiveSeed = data.Comp.ActiveSeed,
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private async Task TakeMagnetOffer(Entity<SalvageMagnetDataComponent> data, int index, Entity<SalvageMagnetComponent> magnet)
|
||||||
|
{
|
||||||
|
var seed = data.Comp.Offered[index];
|
||||||
|
|
||||||
|
var offering = GetSalvageOffering(seed);
|
||||||
|
var salvMap = _mapManager.CreateMap();
|
||||||
|
|
||||||
|
// Set values while awaiting asteroid dungeon if relevant so we can't double-take offers.
|
||||||
|
data.Comp.ActiveSeed = seed;
|
||||||
|
data.Comp.EndTime = _timing.CurTime + data.Comp.ActiveTime;
|
||||||
|
data.Comp.NextOffer = data.Comp.EndTime.Value;
|
||||||
|
UpdateMagnetUIs(data);
|
||||||
|
|
||||||
|
switch (offering)
|
||||||
|
{
|
||||||
|
case AsteroidOffering asteroid:
|
||||||
|
var grid = _mapManager.CreateGrid(salvMap);
|
||||||
|
await _dungeon.GenerateDungeonAsync(asteroid.DungeonConfig, grid.Owner, grid, Vector2i.Zero, seed);
|
||||||
|
break;
|
||||||
|
case SalvageOffering wreck:
|
||||||
|
var salvageProto = wreck.SalvageMap;
|
||||||
|
|
||||||
|
var opts = new MapLoadOptions
|
||||||
|
{
|
||||||
|
Offset = new Vector2(0, 0)
|
||||||
|
};
|
||||||
|
|
||||||
|
if (!_map.TryLoad(salvMap, salvageProto.MapPath.ToString(), out var roots, opts))
|
||||||
|
{
|
||||||
|
Report(magnet, MagnetChannel, "salvage-system-announcement-spawn-debris-disintegrated");
|
||||||
|
_mapManager.DeleteMap(salvMap);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
throw new ArgumentOutOfRangeException();
|
||||||
|
}
|
||||||
|
|
||||||
|
Box2? bounds = null;
|
||||||
|
var mapXform = _xformQuery.GetComponent(_mapManager.GetMapEntityId(salvMap));
|
||||||
|
|
||||||
|
if (mapXform.ChildCount == 0)
|
||||||
|
{
|
||||||
|
Report(magnet.Owner, MagnetChannel, "salvage-system-announcement-spawn-no-debris-available");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
var mapChildren = mapXform.ChildEnumerator;
|
||||||
|
|
||||||
|
while (mapChildren.MoveNext(out var mapChild))
|
||||||
|
{
|
||||||
|
// If something went awry in dungen.
|
||||||
|
if (!_gridQuery.TryGetComponent(mapChild, out var childGrid))
|
||||||
|
continue;
|
||||||
|
|
||||||
|
var childAABB = _transform.GetWorldMatrix(mapChild).TransformBox(childGrid.LocalAABB);
|
||||||
|
bounds = bounds?.Union(childAABB) ?? childAABB;
|
||||||
|
|
||||||
|
// Update mass scanner names as relevant.
|
||||||
|
if (offering is AsteroidOffering)
|
||||||
|
{
|
||||||
|
_metaData.SetEntityName(mapChild, Loc.GetString("salvage-asteroid-name"));
|
||||||
|
_gravity.EnableGravity(mapChild);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
var magnetGridUid = _xformQuery.GetComponent(magnet.Owner).GridUid;
|
||||||
|
Box2 attachedBounds = Box2.Empty;
|
||||||
|
MapId mapId = MapId.Nullspace;
|
||||||
|
|
||||||
|
if (magnetGridUid != null)
|
||||||
|
{
|
||||||
|
var magnetGridXform = _xformQuery.GetComponent(magnetGridUid.Value);
|
||||||
|
attachedBounds = _transform.GetWorldMatrix(magnetGridXform)
|
||||||
|
.TransformBox(_gridQuery.GetComponent(magnetGridUid.Value).LocalAABB);
|
||||||
|
|
||||||
|
mapId = magnetGridXform.MapID;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!TryGetSalvagePlacementLocation(mapId, attachedBounds, bounds!.Value, out var spawnLocation, out var spawnAngle))
|
||||||
|
{
|
||||||
|
Report(magnet.Owner, MagnetChannel, "salvage-system-announcement-spawn-no-debris-available");
|
||||||
|
_mapManager.DeleteMap(salvMap);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
data.Comp.ActiveEntities = null;
|
||||||
|
mapChildren = mapXform.ChildEnumerator;
|
||||||
|
|
||||||
|
// It worked, move it into position and cleanup values.
|
||||||
|
while (mapChildren.MoveNext(out var mapChild))
|
||||||
|
{
|
||||||
|
var salvXForm = _xformQuery.GetComponent(mapChild);
|
||||||
|
var localPos = salvXForm.LocalPosition;
|
||||||
|
_transform.SetParent(mapChild, salvXForm, _mapManager.GetMapEntityId(spawnLocation.MapId));
|
||||||
|
_transform.SetWorldPositionRotation(mapChild, spawnLocation.Position + localPos, spawnAngle, salvXForm);
|
||||||
|
|
||||||
|
data.Comp.ActiveEntities ??= new List<EntityUid>();
|
||||||
|
data.Comp.ActiveEntities?.Add(mapChild);
|
||||||
|
|
||||||
|
// Handle mob restrictions
|
||||||
|
var children = salvXForm.ChildEnumerator;
|
||||||
|
|
||||||
|
while (children.MoveNext(out var child))
|
||||||
|
{
|
||||||
|
if (!_salvMobQuery.TryGetComponent(child, out var salvMob))
|
||||||
|
continue;
|
||||||
|
|
||||||
|
salvMob.LinkedEntity = mapChild;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Report(magnet.Owner, MagnetChannel, "salvage-system-announcement-arrived", ("timeLeft", data.Comp.ActiveTime.TotalSeconds));
|
||||||
|
_mapManager.DeleteMap(salvMap);
|
||||||
|
|
||||||
|
data.Comp.Announced = false;
|
||||||
|
|
||||||
|
var active = new SalvageMagnetActivatedEvent()
|
||||||
|
{
|
||||||
|
Magnet = magnet,
|
||||||
|
};
|
||||||
|
|
||||||
|
RaiseLocalEvent(ref active);
|
||||||
|
}
|
||||||
|
|
||||||
|
private bool TryGetSalvagePlacementLocation(MapId mapId, Box2 attachedBounds, Box2 bounds, out MapCoordinates coords, out Angle angle)
|
||||||
|
{
|
||||||
|
const float OffsetRadiusMin = 4f;
|
||||||
|
const float OffsetRadiusMax = 16f;
|
||||||
|
|
||||||
|
var minDistance = (attachedBounds.Height < attachedBounds.Width ? attachedBounds.Width : attachedBounds.Height) / 2f;
|
||||||
|
var minActualDistance = bounds.Height < bounds.Width ? minDistance + bounds.Width / 2f : minDistance + bounds.Height / 2f;
|
||||||
|
|
||||||
|
var attachedCenter = attachedBounds.Center;
|
||||||
|
|
||||||
|
angle = _random.NextAngle();
|
||||||
|
|
||||||
|
// Thanks 20kdc
|
||||||
|
for (var i = 0; i < 20; i++)
|
||||||
|
{
|
||||||
|
var randomPos = attachedCenter +
|
||||||
|
_random.NextAngle().ToVec() * (minActualDistance +
|
||||||
|
_random.NextFloat(OffsetRadiusMin, OffsetRadiusMax));
|
||||||
|
var finalCoords = new MapCoordinates(randomPos, mapId);
|
||||||
|
|
||||||
|
var box2 = Box2.CenteredAround(finalCoords.Position, bounds.Size);
|
||||||
|
var box2Rot = new Box2Rotated(box2, angle, finalCoords.Position);
|
||||||
|
|
||||||
|
// This doesn't stop it from spawning on top of random things in space
|
||||||
|
// Might be better like this, ghosts could stop it before
|
||||||
|
if (_mapManager.FindGridsIntersecting(finalCoords.MapId, box2Rot).Any())
|
||||||
|
continue;
|
||||||
|
|
||||||
|
coords = finalCoords;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
coords = MapCoordinates.Nullspace;
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
[ByRefEvent]
|
||||||
|
public record struct SalvageMagnetActivatedEvent
|
||||||
|
{
|
||||||
|
public EntityUid Magnet;
|
||||||
|
}
|
||||||
@@ -17,6 +17,7 @@ using Robust.Shared.Prototypes;
|
|||||||
using Robust.Shared.Random;
|
using Robust.Shared.Random;
|
||||||
using Robust.Shared.Utility;
|
using Robust.Shared.Utility;
|
||||||
using Content.Server.Chat.Managers;
|
using Content.Server.Chat.Managers;
|
||||||
|
using Content.Server.Gravity;
|
||||||
using Content.Server.Parallax;
|
using Content.Server.Parallax;
|
||||||
using Content.Server.Procedural;
|
using Content.Server.Procedural;
|
||||||
using Content.Server.Shuttles.Systems;
|
using Content.Server.Shuttles.Systems;
|
||||||
@@ -46,39 +47,29 @@ namespace Content.Server.Salvage
|
|||||||
[Dependency] private readonly AnchorableSystem _anchorable = default!;
|
[Dependency] private readonly AnchorableSystem _anchorable = default!;
|
||||||
[Dependency] private readonly BiomeSystem _biome = default!;
|
[Dependency] private readonly BiomeSystem _biome = default!;
|
||||||
[Dependency] private readonly DungeonSystem _dungeon = default!;
|
[Dependency] private readonly DungeonSystem _dungeon = default!;
|
||||||
|
[Dependency] private readonly GravitySystem _gravity = default!;
|
||||||
[Dependency] private readonly MapLoaderSystem _map = default!;
|
[Dependency] private readonly MapLoaderSystem _map = default!;
|
||||||
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
|
[Dependency] private readonly MetaDataSystem _metaData = default!;
|
||||||
[Dependency] private readonly RadioSystem _radioSystem = default!;
|
[Dependency] private readonly RadioSystem _radioSystem = default!;
|
||||||
[Dependency] private readonly SharedAppearanceSystem _appearanceSystem = default!;
|
|
||||||
[Dependency] private readonly SharedAudioSystem _audio = default!;
|
[Dependency] private readonly SharedAudioSystem _audio = default!;
|
||||||
[Dependency] private readonly SharedTransformSystem _transform = default!;
|
[Dependency] private readonly SharedTransformSystem _transform = default!;
|
||||||
[Dependency] private readonly ShuttleSystem _shuttle = default!;
|
[Dependency] private readonly ShuttleSystem _shuttle = default!;
|
||||||
[Dependency] private readonly ShuttleConsoleSystem _shuttleConsoles = default!;
|
[Dependency] private readonly ShuttleConsoleSystem _shuttleConsoles = default!;
|
||||||
[Dependency] private readonly StationSystem _station = default!;
|
[Dependency] private readonly StationSystem _station = default!;
|
||||||
[Dependency] private readonly UserInterfaceSystem _ui = default!;
|
[Dependency] private readonly UserInterfaceSystem _ui = default!;
|
||||||
[Dependency] private readonly MetaDataSystem _metaData = default!;
|
|
||||||
|
|
||||||
private const int SalvageLocationPlaceAttempts = 25;
|
private EntityQuery<MapGridComponent> _gridQuery;
|
||||||
|
private EntityQuery<TransformComponent> _xformQuery;
|
||||||
// TODO: This is probably not compatible with multi-station
|
|
||||||
private readonly Dictionary<EntityUid, SalvageGridState> _salvageGridStates = new();
|
|
||||||
|
|
||||||
public override void Initialize()
|
public override void Initialize()
|
||||||
{
|
{
|
||||||
base.Initialize();
|
base.Initialize();
|
||||||
|
|
||||||
SubscribeLocalEvent<SalvageMagnetComponent, InteractHandEvent>(OnInteractHand);
|
_gridQuery = GetEntityQuery<MapGridComponent>();
|
||||||
SubscribeLocalEvent<SalvageMagnetComponent, RefreshPartsEvent>(OnRefreshParts);
|
_xformQuery = GetEntityQuery<TransformComponent>();
|
||||||
SubscribeLocalEvent<SalvageMagnetComponent, UpgradeExamineEvent>(OnUpgradeExamine);
|
|
||||||
SubscribeLocalEvent<SalvageMagnetComponent, ExaminedEvent>(OnExamined);
|
|
||||||
SubscribeLocalEvent<SalvageMagnetComponent, ToolUseAttemptEvent>(OnToolUseAttempt);
|
|
||||||
SubscribeLocalEvent<SalvageMagnetComponent, ComponentShutdown>(OnMagnetRemoval);
|
|
||||||
SubscribeLocalEvent<GridRemovalEvent>(OnGridRemoval);
|
|
||||||
|
|
||||||
// Can't use RoundRestartCleanupEvent, I need to clean up before the grid, and components are gone to prevent the announcements
|
|
||||||
SubscribeLocalEvent<GameRunLevelChangedEvent>(OnRoundEnd);
|
|
||||||
|
|
||||||
InitializeExpeditions();
|
InitializeExpeditions();
|
||||||
|
InitializeMagnet();
|
||||||
InitializeRunner();
|
InitializeRunner();
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -88,327 +79,6 @@ namespace Content.Server.Salvage
|
|||||||
ShutdownExpeditions();
|
ShutdownExpeditions();
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnRoundEnd(GameRunLevelChangedEvent ev)
|
|
||||||
{
|
|
||||||
if(ev.New != GameRunLevel.InRound)
|
|
||||||
{
|
|
||||||
_salvageGridStates.Clear();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void UpdateAppearance(EntityUid uid, SalvageMagnetComponent? component = null)
|
|
||||||
{
|
|
||||||
if (!Resolve(uid, ref component, false))
|
|
||||||
return;
|
|
||||||
|
|
||||||
_appearanceSystem.SetData(uid, SalvageMagnetVisuals.ReadyBlinking, component.MagnetState.StateType == MagnetStateType.Attaching);
|
|
||||||
_appearanceSystem.SetData(uid, SalvageMagnetVisuals.Ready, component.MagnetState.StateType == MagnetStateType.Holding);
|
|
||||||
_appearanceSystem.SetData(uid, SalvageMagnetVisuals.Unready, component.MagnetState.StateType == MagnetStateType.CoolingDown);
|
|
||||||
_appearanceSystem.SetData(uid, SalvageMagnetVisuals.UnreadyBlinking, component.MagnetState.StateType == MagnetStateType.Detaching);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void UpdateChargeStateAppearance(EntityUid uid, TimeSpan currentTime, SalvageMagnetComponent? component = null)
|
|
||||||
{
|
|
||||||
if (!Resolve(uid, ref component, false))
|
|
||||||
return;
|
|
||||||
|
|
||||||
var timeLeft = Convert.ToInt32(component.MagnetState.Until.TotalSeconds - currentTime.TotalSeconds);
|
|
||||||
|
|
||||||
component.ChargeRemaining = component.MagnetState.StateType switch
|
|
||||||
{
|
|
||||||
MagnetStateType.Inactive => 5,
|
|
||||||
MagnetStateType.Holding => timeLeft / (Convert.ToInt32(component.HoldTime.TotalSeconds) / component.ChargeCapacity) + 1,
|
|
||||||
MagnetStateType.Detaching => 0,
|
|
||||||
MagnetStateType.CoolingDown => component.ChargeCapacity - timeLeft / (Convert.ToInt32(component.CooldownTime.TotalSeconds) / component.ChargeCapacity) - 1,
|
|
||||||
_ => component.ChargeRemaining
|
|
||||||
};
|
|
||||||
|
|
||||||
if (component.PreviousCharge == component.ChargeRemaining)
|
|
||||||
return;
|
|
||||||
_appearanceSystem.SetData(uid, SalvageMagnetVisuals.ChargeState, component.ChargeRemaining);
|
|
||||||
component.PreviousCharge = component.ChargeRemaining;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnGridRemoval(GridRemovalEvent ev)
|
|
||||||
{
|
|
||||||
// If we ever want to give magnets names, and announce them individually, we would need to loop this, before removing it.
|
|
||||||
if (_salvageGridStates.Remove(ev.EntityUid))
|
|
||||||
{
|
|
||||||
if (TryComp<SalvageGridComponent>(ev.EntityUid, out var salvComp) &&
|
|
||||||
TryComp<SalvageMagnetComponent>(salvComp.SpawnerMagnet, out var magnet))
|
|
||||||
Report(salvComp.SpawnerMagnet.Value, magnet.SalvageChannel, "salvage-system-announcement-spawn-magnet-lost");
|
|
||||||
// For the very unlikely possibility that the salvage magnet was on a salvage, we will not return here
|
|
||||||
}
|
|
||||||
foreach(var gridState in _salvageGridStates)
|
|
||||||
{
|
|
||||||
foreach(var magnet in gridState.Value.ActiveMagnets)
|
|
||||||
{
|
|
||||||
if (!TryComp<SalvageMagnetComponent>(magnet, out var magnetComponent))
|
|
||||||
continue;
|
|
||||||
|
|
||||||
if (magnetComponent.AttachedEntity != ev.EntityUid)
|
|
||||||
continue;
|
|
||||||
magnetComponent.AttachedEntity = null;
|
|
||||||
magnetComponent.MagnetState = MagnetState.Inactive;
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnMagnetRemoval(EntityUid uid, SalvageMagnetComponent component, ComponentShutdown args)
|
|
||||||
{
|
|
||||||
if (component.MagnetState.StateType == MagnetStateType.Inactive)
|
|
||||||
return;
|
|
||||||
|
|
||||||
var magnetTranform = Transform(uid);
|
|
||||||
if (magnetTranform.GridUid is not { } gridId || !_salvageGridStates.TryGetValue(gridId, out var salvageGridState))
|
|
||||||
return;
|
|
||||||
|
|
||||||
salvageGridState.ActiveMagnets.Remove(uid);
|
|
||||||
Report(uid, component.SalvageChannel, "salvage-system-announcement-spawn-magnet-lost");
|
|
||||||
if (component.AttachedEntity.HasValue)
|
|
||||||
{
|
|
||||||
SafeDeleteSalvage(component.AttachedEntity.Value);
|
|
||||||
component.AttachedEntity = null;
|
|
||||||
Report(uid, component.SalvageChannel, "salvage-system-announcement-lost");
|
|
||||||
}
|
|
||||||
else if (component.MagnetState is { StateType: MagnetStateType.Attaching })
|
|
||||||
{
|
|
||||||
Report(uid, component.SalvageChannel, "salvage-system-announcement-spawn-no-debris-available");
|
|
||||||
}
|
|
||||||
|
|
||||||
component.MagnetState = MagnetState.Inactive;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnRefreshParts(EntityUid uid, SalvageMagnetComponent component, RefreshPartsEvent args)
|
|
||||||
{
|
|
||||||
var rating = args.PartRatings[component.MachinePartDelay] - 1;
|
|
||||||
var factor = MathF.Pow(component.PartRatingDelay, rating);
|
|
||||||
component.AttachingTime = component.BaseAttachingTime * factor;
|
|
||||||
component.CooldownTime = component.BaseCooldownTime * factor;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnUpgradeExamine(EntityUid uid, SalvageMagnetComponent component, UpgradeExamineEvent args)
|
|
||||||
{
|
|
||||||
args.AddPercentageUpgrade("salvage-system-magnet-delay-upgrade", (float) (component.CooldownTime / component.BaseCooldownTime));
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnExamined(EntityUid uid, SalvageMagnetComponent component, ExaminedEvent args)
|
|
||||||
{
|
|
||||||
if (!args.IsInDetailsRange)
|
|
||||||
return;
|
|
||||||
|
|
||||||
var gotGrid = false;
|
|
||||||
var remainingTime = TimeSpan.Zero;
|
|
||||||
|
|
||||||
if (Transform(uid).GridUid is { } gridId &&
|
|
||||||
_salvageGridStates.TryGetValue(gridId, out var salvageGridState))
|
|
||||||
{
|
|
||||||
remainingTime = component.MagnetState.Until - salvageGridState.CurrentTime;
|
|
||||||
gotGrid = true;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Log.Warning("Failed to load salvage grid state, can't display remaining time");
|
|
||||||
}
|
|
||||||
|
|
||||||
switch (component.MagnetState.StateType)
|
|
||||||
{
|
|
||||||
case MagnetStateType.Inactive:
|
|
||||||
args.PushMarkup(Loc.GetString("salvage-system-magnet-examined-inactive"));
|
|
||||||
break;
|
|
||||||
case MagnetStateType.Attaching:
|
|
||||||
args.PushMarkup(Loc.GetString("salvage-system-magnet-examined-pulling-in"));
|
|
||||||
break;
|
|
||||||
case MagnetStateType.Detaching:
|
|
||||||
args.PushMarkup(Loc.GetString("salvage-system-magnet-examined-releasing"));
|
|
||||||
break;
|
|
||||||
case MagnetStateType.CoolingDown:
|
|
||||||
if (gotGrid)
|
|
||||||
args.PushMarkup(Loc.GetString("salvage-system-magnet-examined-cooling-down", ("timeLeft", Math.Ceiling(remainingTime.TotalSeconds))));
|
|
||||||
break;
|
|
||||||
case MagnetStateType.Holding:
|
|
||||||
if (gotGrid)
|
|
||||||
args.PushMarkup(Loc.GetString("salvage-system-magnet-examined-active", ("timeLeft", Math.Ceiling(remainingTime.TotalSeconds))));
|
|
||||||
break;
|
|
||||||
default:
|
|
||||||
throw new ArgumentOutOfRangeException();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnToolUseAttempt(EntityUid uid, SalvageMagnetComponent comp, ToolUseAttemptEvent args)
|
|
||||||
{
|
|
||||||
// prevent reconstruct exploit to "leak" wrecks or skip cooldowns
|
|
||||||
if (comp.MagnetState != MagnetState.Inactive)
|
|
||||||
{
|
|
||||||
args.Cancel();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnInteractHand(EntityUid uid, SalvageMagnetComponent component, InteractHandEvent args)
|
|
||||||
{
|
|
||||||
if (args.Handled)
|
|
||||||
return;
|
|
||||||
args.Handled = true;
|
|
||||||
StartMagnet(uid, component, args.User);
|
|
||||||
UpdateAppearance(uid, component);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void StartMagnet(EntityUid uid, SalvageMagnetComponent component, EntityUid user)
|
|
||||||
{
|
|
||||||
switch (component.MagnetState.StateType)
|
|
||||||
{
|
|
||||||
case MagnetStateType.Inactive:
|
|
||||||
ShowPopup(uid, "salvage-system-report-activate-success", user);
|
|
||||||
var magnetTransform = Transform(uid);
|
|
||||||
var gridId = magnetTransform.GridUid ?? throw new InvalidOperationException("Magnet had no grid associated");
|
|
||||||
if (!_salvageGridStates.TryGetValue(gridId, out var gridState))
|
|
||||||
{
|
|
||||||
gridState = new SalvageGridState();
|
|
||||||
_salvageGridStates[gridId] = gridState;
|
|
||||||
}
|
|
||||||
gridState.ActiveMagnets.Add(uid);
|
|
||||||
component.MagnetState = new MagnetState(MagnetStateType.Attaching, gridState.CurrentTime + component.AttachingTime);
|
|
||||||
RaiseLocalEvent(new SalvageMagnetActivatedEvent(uid));
|
|
||||||
Report(uid, component.SalvageChannel, "salvage-system-report-activate-success");
|
|
||||||
break;
|
|
||||||
case MagnetStateType.Attaching:
|
|
||||||
case MagnetStateType.Holding:
|
|
||||||
ShowPopup(uid, "salvage-system-report-already-active", user);
|
|
||||||
break;
|
|
||||||
case MagnetStateType.Detaching:
|
|
||||||
case MagnetStateType.CoolingDown:
|
|
||||||
ShowPopup(uid, "salvage-system-report-cooling-down", user);
|
|
||||||
break;
|
|
||||||
default:
|
|
||||||
throw new ArgumentOutOfRangeException();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
private void ShowPopup(EntityUid uid, string messageKey, EntityUid user)
|
|
||||||
{
|
|
||||||
_popupSystem.PopupEntity(Loc.GetString(messageKey), uid, user);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void SafeDeleteSalvage(EntityUid salvage)
|
|
||||||
{
|
|
||||||
if(!EntityManager.TryGetComponent<TransformComponent>(salvage, out var salvageTransform))
|
|
||||||
{
|
|
||||||
Log.Error("Salvage entity was missing transform component");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (salvageTransform.GridUid == null)
|
|
||||||
{
|
|
||||||
Log.Error( "Salvage entity has no associated grid?");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
foreach (var player in Filter.Empty().AddInGrid(salvageTransform.GridUid.Value, EntityManager).Recipients)
|
|
||||||
{
|
|
||||||
if (player.AttachedEntity.HasValue)
|
|
||||||
{
|
|
||||||
var playerEntityUid = player.AttachedEntity.Value;
|
|
||||||
if (HasComp<SalvageMobRestrictionsComponent>(playerEntityUid))
|
|
||||||
{
|
|
||||||
// Salvage mobs are NEVER immune (even if they're from a different salvage, they shouldn't be here)
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
_transform.SetParent(playerEntityUid, salvageTransform.ParentUid);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Deletion has to happen before grid traversal re-parents players.
|
|
||||||
Del(salvage);
|
|
||||||
}
|
|
||||||
|
|
||||||
private bool TryGetSalvagePlacementLocation(EntityUid uid, SalvageMagnetComponent component, Box2 bounds, out MapCoordinates coords, out Angle angle)
|
|
||||||
{
|
|
||||||
var xform = Transform(uid);
|
|
||||||
var smallestBound = (bounds.Height < bounds.Width
|
|
||||||
? bounds.Height
|
|
||||||
: bounds.Width) / 2f;
|
|
||||||
var maxRadius = component.OffsetRadiusMax + smallestBound;
|
|
||||||
|
|
||||||
angle = Angle.Zero;
|
|
||||||
coords = new EntityCoordinates(uid, new Vector2(0, -maxRadius)).ToMap(EntityManager, _transform);
|
|
||||||
|
|
||||||
if (xform.GridUid is not null)
|
|
||||||
angle = _transform.GetWorldRotation(Transform(xform.GridUid.Value));
|
|
||||||
|
|
||||||
for (var i = 0; i < SalvageLocationPlaceAttempts; i++)
|
|
||||||
{
|
|
||||||
var randomRadius = _random.NextFloat(component.OffsetRadiusMax);
|
|
||||||
var randomOffset = _random.NextAngle().ToVec() * randomRadius;
|
|
||||||
var finalCoords = new MapCoordinates(coords.Position + randomOffset, coords.MapId);
|
|
||||||
|
|
||||||
var box2 = Box2.CenteredAround(finalCoords.Position, bounds.Size);
|
|
||||||
var box2Rot = new Box2Rotated(box2, angle, finalCoords.Position);
|
|
||||||
|
|
||||||
// This doesn't stop it from spawning on top of random things in space
|
|
||||||
// Might be better like this, ghosts could stop it before
|
|
||||||
if (_mapManager.FindGridsIntersecting(finalCoords.MapId, box2Rot).Any())
|
|
||||||
continue;
|
|
||||||
coords = finalCoords;
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
private bool SpawnSalvage(EntityUid uid, SalvageMagnetComponent component)
|
|
||||||
{
|
|
||||||
var salvMap = _mapManager.CreateMap();
|
|
||||||
|
|
||||||
EntityUid? salvageEnt;
|
|
||||||
if (_random.Prob(component.AsteroidChance))
|
|
||||||
{
|
|
||||||
var asteroidProto = _prototypeManager.Index<WeightedRandomEntityPrototype>(component.AsteroidPool).Pick(_random);
|
|
||||||
salvageEnt = Spawn(asteroidProto, new MapCoordinates(0, 0, salvMap));
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
var forcedSalvage = _configurationManager.GetCVar(CCVars.SalvageForced);
|
|
||||||
var salvageProto = string.IsNullOrWhiteSpace(forcedSalvage)
|
|
||||||
? _random.Pick(_prototypeManager.EnumeratePrototypes<SalvageMapPrototype>().ToList())
|
|
||||||
: _prototypeManager.Index<SalvageMapPrototype>(forcedSalvage);
|
|
||||||
|
|
||||||
var opts = new MapLoadOptions
|
|
||||||
{
|
|
||||||
Offset = new Vector2(0, 0)
|
|
||||||
};
|
|
||||||
|
|
||||||
if (!_map.TryLoad(salvMap, salvageProto.MapPath.ToString(), out var roots, opts) ||
|
|
||||||
roots.FirstOrNull() is not { } root)
|
|
||||||
{
|
|
||||||
Report(uid, component.SalvageChannel, "salvage-system-announcement-spawn-debris-disintegrated");
|
|
||||||
_mapManager.DeleteMap(salvMap);
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
salvageEnt = root;
|
|
||||||
}
|
|
||||||
|
|
||||||
var bounds = Comp<MapGridComponent>(salvageEnt.Value).LocalAABB;
|
|
||||||
if (!TryGetSalvagePlacementLocation(uid, component, bounds, out var spawnLocation, out var spawnAngle))
|
|
||||||
{
|
|
||||||
Report(uid, component.SalvageChannel, "salvage-system-announcement-spawn-no-debris-available");
|
|
||||||
_mapManager.DeleteMap(salvMap);
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
var salvXForm = Transform(salvageEnt.Value);
|
|
||||||
_transform.SetParent(salvageEnt.Value, salvXForm, _mapManager.GetMapEntityId(spawnLocation.MapId));
|
|
||||||
_transform.SetWorldPosition(salvXForm, spawnLocation.Position);
|
|
||||||
|
|
||||||
component.AttachedEntity = salvageEnt;
|
|
||||||
var gridcomp = EnsureComp<SalvageGridComponent>(salvageEnt.Value);
|
|
||||||
gridcomp.SpawnerMagnet = uid;
|
|
||||||
_transform.SetWorldRotation(salvageEnt.Value, spawnAngle);
|
|
||||||
|
|
||||||
Report(uid, component.SalvageChannel, "salvage-system-announcement-arrived", ("timeLeft", component.HoldTime.TotalSeconds));
|
|
||||||
_mapManager.DeleteMap(salvMap);
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Report(EntityUid source, string channelName, string messageKey, params (string, object)[] args)
|
private void Report(EntityUid source, string channelName, string messageKey, params (string, object)[] args)
|
||||||
{
|
{
|
||||||
var message = args.Length == 0 ? Loc.GetString(messageKey) : Loc.GetString(messageKey, args);
|
var message = args.Length == 0 ? Loc.GetString(messageKey) : Loc.GetString(messageKey, args);
|
||||||
@@ -416,87 +86,12 @@ namespace Content.Server.Salvage
|
|||||||
_radioSystem.SendRadioMessage(source, message, channel, source);
|
_radioSystem.SendRadioMessage(source, message, channel, source);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Transition(EntityUid uid, SalvageMagnetComponent magnet, TimeSpan currentTime)
|
|
||||||
{
|
|
||||||
switch (magnet.MagnetState.StateType)
|
|
||||||
{
|
|
||||||
case MagnetStateType.Attaching:
|
|
||||||
if (SpawnSalvage(uid, magnet))
|
|
||||||
{
|
|
||||||
magnet.MagnetState = new MagnetState(MagnetStateType.Holding, currentTime + magnet.HoldTime);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
magnet.MagnetState = new MagnetState(MagnetStateType.CoolingDown, currentTime + magnet.CooldownTime);
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
case MagnetStateType.Holding:
|
|
||||||
Report(uid, magnet.SalvageChannel, "salvage-system-announcement-losing", ("timeLeft", magnet.DetachingTime.TotalSeconds));
|
|
||||||
magnet.MagnetState = new MagnetState(MagnetStateType.Detaching, currentTime + magnet.DetachingTime);
|
|
||||||
break;
|
|
||||||
case MagnetStateType.Detaching:
|
|
||||||
if (magnet.AttachedEntity.HasValue)
|
|
||||||
{
|
|
||||||
SafeDeleteSalvage(magnet.AttachedEntity.Value);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
Log.Error("Salvage detaching was expecting attached entity but it was null");
|
|
||||||
}
|
|
||||||
Report(uid, magnet.SalvageChannel, "salvage-system-announcement-lost");
|
|
||||||
magnet.MagnetState = new MagnetState(MagnetStateType.CoolingDown, currentTime + magnet.CooldownTime);
|
|
||||||
break;
|
|
||||||
case MagnetStateType.CoolingDown:
|
|
||||||
magnet.MagnetState = MagnetState.Inactive;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
UpdateAppearance(uid, magnet);
|
|
||||||
UpdateChargeStateAppearance(uid, currentTime, magnet);
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void Update(float frameTime)
|
public override void Update(float frameTime)
|
||||||
{
|
{
|
||||||
var secondsPassed = TimeSpan.FromSeconds(frameTime);
|
|
||||||
// Keep track of time, and state per grid
|
|
||||||
foreach (var (uid, state) in _salvageGridStates)
|
|
||||||
{
|
|
||||||
if (state.ActiveMagnets.Count == 0) continue;
|
|
||||||
// Not handling the case where the salvage we spawned got paused
|
|
||||||
// They both need to be paused, or it doesn't make sense
|
|
||||||
if (MetaData(uid).EntityPaused) continue;
|
|
||||||
state.CurrentTime += secondsPassed;
|
|
||||||
|
|
||||||
var deleteQueue = new RemQueue<EntityUid>();
|
|
||||||
|
|
||||||
foreach(var magnet in state.ActiveMagnets)
|
|
||||||
{
|
|
||||||
if (!TryComp<SalvageMagnetComponent>(magnet, out var magnetComp))
|
|
||||||
continue;
|
|
||||||
|
|
||||||
UpdateChargeStateAppearance(magnet, state.CurrentTime, magnetComp);
|
|
||||||
if (magnetComp.MagnetState.Until > state.CurrentTime) continue;
|
|
||||||
Transition(magnet, magnetComp, state.CurrentTime);
|
|
||||||
if (magnetComp.MagnetState.StateType == MagnetStateType.Inactive)
|
|
||||||
{
|
|
||||||
deleteQueue.Add(magnet);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
foreach(var magnet in deleteQueue)
|
|
||||||
{
|
|
||||||
state.ActiveMagnets.Remove(magnet);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
UpdateExpeditions();
|
UpdateExpeditions();
|
||||||
|
UpdateMagnet();
|
||||||
UpdateRunner();
|
UpdateRunner();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public sealed class SalvageGridState
|
|
||||||
{
|
|
||||||
public TimeSpan CurrentTime { get; set; }
|
|
||||||
public List<EntityUid> ActiveMagnets { get; } = new();
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1,7 +1,7 @@
|
|||||||
using Content.Server.Shuttles.Components;
|
using Content.Server.Shuttles.Components;
|
||||||
using Robust.Shared.Prototypes;
|
using Robust.Shared.Prototypes;
|
||||||
|
|
||||||
namespace Content.Server.Shuttle.Components;
|
namespace Content.Server.Shuttles;
|
||||||
|
|
||||||
// Primo shitcode
|
// Primo shitcode
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -1,4 +1,3 @@
|
|||||||
using Content.Server.Shuttle.Components;
|
|
||||||
using Content.Server.Shuttles.Components;
|
using Content.Server.Shuttles.Components;
|
||||||
using Content.Server.Shuttles.Events;
|
using Content.Server.Shuttles.Events;
|
||||||
using Content.Server.Station.Components;
|
using Content.Server.Station.Components;
|
||||||
|
|||||||
@@ -1,6 +1,5 @@
|
|||||||
using Content.Server.Power.Components;
|
using Content.Server.Power.Components;
|
||||||
using Content.Server.Power.EntitySystems;
|
using Content.Server.Power.EntitySystems;
|
||||||
using Content.Server.Shuttle.Components;
|
|
||||||
using Content.Server.Shuttles.Components;
|
using Content.Server.Shuttles.Components;
|
||||||
using Content.Server.Shuttles.Events;
|
using Content.Server.Shuttles.Events;
|
||||||
using Content.Server.Station.Systems;
|
using Content.Server.Station.Systems;
|
||||||
|
|||||||
@@ -10,20 +10,25 @@ namespace Content.Server.Shuttles.Systems;
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public sealed class SpaceGarbageSystem : EntitySystem
|
public sealed class SpaceGarbageSystem : EntitySystem
|
||||||
{
|
{
|
||||||
|
private EntityQuery<TransformComponent> _xformQuery;
|
||||||
|
|
||||||
public override void Initialize()
|
public override void Initialize()
|
||||||
{
|
{
|
||||||
base.Initialize();
|
base.Initialize();
|
||||||
|
_xformQuery = GetEntityQuery<TransformComponent>();
|
||||||
SubscribeLocalEvent<SpaceGarbageComponent, StartCollideEvent>(OnCollide);
|
SubscribeLocalEvent<SpaceGarbageComponent, StartCollideEvent>(OnCollide);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnCollide(EntityUid uid, SpaceGarbageComponent component, ref StartCollideEvent args)
|
private void OnCollide(EntityUid uid, SpaceGarbageComponent component, ref StartCollideEvent args)
|
||||||
{
|
{
|
||||||
if (args.OtherBody.BodyType != BodyType.Static) return;
|
if (args.OtherBody.BodyType != BodyType.Static)
|
||||||
|
return;
|
||||||
|
|
||||||
var ourXform = Transform(uid);
|
var ourXform = _xformQuery.GetComponent(uid);
|
||||||
var otherXform = Transform(args.OtherEntity);
|
var otherXform = _xformQuery.GetComponent(args.OtherEntity);
|
||||||
|
|
||||||
if (ourXform.GridUid == otherXform.GridUid) return;
|
if (ourXform.GridUid == otherXform.GridUid)
|
||||||
|
return;
|
||||||
|
|
||||||
QueueDel(uid);
|
QueueDel(uid);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -401,6 +401,14 @@ public sealed class StationSystem : EntitySystem
|
|||||||
QueueDel(station);
|
QueueDel(station);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public EntityUid? GetOwningStation(EntityUid? entity, TransformComponent? xform = null)
|
||||||
|
{
|
||||||
|
if (entity == null)
|
||||||
|
return null;
|
||||||
|
|
||||||
|
return GetOwningStation(entity.Value, xform);
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Gets the station that "owns" the given entity (essentially, the station the grid it's on is attached to)
|
/// Gets the station that "owns" the given entity (essentially, the station the grid it's on is attached to)
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
|||||||
@@ -12,6 +12,8 @@ public sealed class ArtifactMagnetTriggerSystem : EntitySystem
|
|||||||
{
|
{
|
||||||
[Dependency] private readonly ArtifactSystem _artifact = default!;
|
[Dependency] private readonly ArtifactSystem _artifact = default!;
|
||||||
|
|
||||||
|
private readonly List<EntityUid> _toActivate = new();
|
||||||
|
|
||||||
/// <inheritdoc/>
|
/// <inheritdoc/>
|
||||||
public override void Initialize()
|
public override void Initialize()
|
||||||
{
|
{
|
||||||
@@ -25,7 +27,7 @@ public sealed class ArtifactMagnetTriggerSystem : EntitySystem
|
|||||||
if (!EntityQuery<ArtifactMagnetTriggerComponent>().Any())
|
if (!EntityQuery<ArtifactMagnetTriggerComponent>().Any())
|
||||||
return;
|
return;
|
||||||
|
|
||||||
List<EntityUid> toActivate = new();
|
_toActivate.Clear();
|
||||||
|
|
||||||
//assume that there's more instruments than artifacts
|
//assume that there's more instruments than artifacts
|
||||||
var query = EntityQueryEnumerator<MagbootsComponent, TransformComponent>();
|
var query = EntityQueryEnumerator<MagbootsComponent, TransformComponent>();
|
||||||
@@ -43,21 +45,20 @@ public sealed class ArtifactMagnetTriggerSystem : EntitySystem
|
|||||||
if (distance > trigger.Range)
|
if (distance > trigger.Range)
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
toActivate.Add(artifactUid);
|
_toActivate.Add(artifactUid);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
foreach (var a in toActivate)
|
foreach (var a in _toActivate)
|
||||||
{
|
{
|
||||||
_artifact.TryActivateArtifact(a);
|
_artifact.TryActivateArtifact(a);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnMagnetActivated(SalvageMagnetActivatedEvent ev)
|
private void OnMagnetActivated(ref SalvageMagnetActivatedEvent ev)
|
||||||
{
|
{
|
||||||
var magXform = Transform(ev.Magnet);
|
var magXform = Transform(ev.Magnet);
|
||||||
|
|
||||||
var toActivate = new List<EntityUid>();
|
|
||||||
var query = EntityQueryEnumerator<ArtifactMagnetTriggerComponent, TransformComponent>();
|
var query = EntityQueryEnumerator<ArtifactMagnetTriggerComponent, TransformComponent>();
|
||||||
while (query.MoveNext(out var uid, out var artifact, out var xform))
|
while (query.MoveNext(out var uid, out var artifact, out var xform))
|
||||||
{
|
{
|
||||||
@@ -67,10 +68,10 @@ public sealed class ArtifactMagnetTriggerSystem : EntitySystem
|
|||||||
if (distance > artifact.Range)
|
if (distance > artifact.Range)
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
toActivate.Add(uid);
|
_toActivate.Add(uid);
|
||||||
}
|
}
|
||||||
|
|
||||||
foreach (var a in toActivate)
|
foreach (var a in _toActivate)
|
||||||
{
|
{
|
||||||
_artifact.TryActivateArtifact(a);
|
_artifact.TryActivateArtifact(a);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1638,12 +1638,6 @@ namespace Content.Shared.CCVar
|
|||||||
* Salvage
|
* Salvage
|
||||||
*/
|
*/
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Forced salvage map prototype name (if empty, randomly selected)
|
|
||||||
/// </summary>
|
|
||||||
public static readonly CVarDef<string>
|
|
||||||
SalvageForced = CVarDef.Create("salvage.forced", "", CVar.SERVERONLY);
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Duration for missions
|
/// Duration for missions
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
|||||||
@@ -12,6 +12,12 @@ namespace Content.Shared.Parallax.Biomes;
|
|||||||
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true), Access(typeof(SharedBiomeSystem))]
|
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true), Access(typeof(SharedBiomeSystem))]
|
||||||
public sealed partial class BiomeComponent : Component
|
public sealed partial class BiomeComponent : Component
|
||||||
{
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Do we load / deload.
|
||||||
|
/// </summary>
|
||||||
|
[DataField, ViewVariables(VVAccess.ReadWrite), Access(Other = AccessPermissions.ReadWriteExecute)]
|
||||||
|
public bool Enabled = true;
|
||||||
|
|
||||||
[ViewVariables(VVAccess.ReadWrite), DataField("seed")]
|
[ViewVariables(VVAccess.ReadWrite), DataField("seed")]
|
||||||
[AutoNetworkedField]
|
[AutoNetworkedField]
|
||||||
public int Seed = -1;
|
public int Seed = -1;
|
||||||
|
|||||||
@@ -94,6 +94,14 @@ public abstract class SharedBiomeSystem : EntitySystem
|
|||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
return TryGetTile(indices, layers, seed, grid, out tile);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Gets the underlying biome tile, ignoring any existing tile that may be there.
|
||||||
|
/// </summary>
|
||||||
|
public bool TryGetTile(Vector2i indices, List<IBiomeLayer> layers, int seed, MapGridComponent? grid, [NotNullWhen(true)] out Tile? tile)
|
||||||
|
{
|
||||||
for (var i = layers.Count - 1; i >= 0; i--)
|
for (var i = layers.Count - 1; i >= 0; i--)
|
||||||
{
|
{
|
||||||
var layer = layers[i];
|
var layer = layers[i];
|
||||||
|
|||||||
@@ -2,7 +2,7 @@ namespace Content.Shared.Procedural;
|
|||||||
|
|
||||||
public sealed class Dungeon
|
public sealed class Dungeon
|
||||||
{
|
{
|
||||||
public readonly List<DungeonRoom> Rooms = new();
|
public readonly List<DungeonRoom> Rooms;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Hashset of the tiles across all rooms.
|
/// Hashset of the tiles across all rooms.
|
||||||
@@ -14,4 +14,14 @@ public sealed class Dungeon
|
|||||||
public readonly HashSet<Vector2i> CorridorTiles = new();
|
public readonly HashSet<Vector2i> CorridorTiles = new();
|
||||||
|
|
||||||
public readonly HashSet<Vector2i> CorridorExteriorTiles = new();
|
public readonly HashSet<Vector2i> CorridorExteriorTiles = new();
|
||||||
|
|
||||||
|
public Dungeon()
|
||||||
|
{
|
||||||
|
Rooms = new List<DungeonRoom>();
|
||||||
|
}
|
||||||
|
|
||||||
|
public Dungeon(List<DungeonRoom> rooms)
|
||||||
|
{
|
||||||
|
Rooms = rooms;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
58
Content.Shared/Procedural/DungeonGenerators/NoiseDunGen.cs
Normal file
58
Content.Shared/Procedural/DungeonGenerators/NoiseDunGen.cs
Normal file
@@ -0,0 +1,58 @@
|
|||||||
|
using Content.Shared.Maps;
|
||||||
|
using Robust.Shared.Noise;
|
||||||
|
using Robust.Shared.Prototypes;
|
||||||
|
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
|
||||||
|
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
|
||||||
|
|
||||||
|
namespace Content.Shared.Procedural.DungeonGenerators;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Generates dungeon flooring based on the specified noise.
|
||||||
|
/// </summary>
|
||||||
|
public sealed partial class NoiseDunGen : IDunGen
|
||||||
|
{
|
||||||
|
/*
|
||||||
|
* Floodfills out from 0 until it finds a valid tile.
|
||||||
|
* From here it then floodfills until it can no longer fill in an area and generates a dungeon from that.
|
||||||
|
*/
|
||||||
|
|
||||||
|
// At some point we may want layers masking each other like a simpler version of biome code but for now
|
||||||
|
// we'll just make it circular.
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// How many areas of noise to fill out. Useful if we just want 1 blob area to fill out.
|
||||||
|
/// </summary>
|
||||||
|
[DataField]
|
||||||
|
public int Iterations = int.MaxValue;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Cap on how many tiles to include.
|
||||||
|
/// </summary>
|
||||||
|
[DataField]
|
||||||
|
public int TileCap = 128;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Standard deviation of tilecap.
|
||||||
|
/// </summary>
|
||||||
|
[DataField]
|
||||||
|
public float CapStd = 8f;
|
||||||
|
|
||||||
|
[DataField(required: true)]
|
||||||
|
public List<NoiseDunGenLayer> Layers = new();
|
||||||
|
}
|
||||||
|
|
||||||
|
[DataRecord]
|
||||||
|
public record struct NoiseDunGenLayer
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// If the noise value is above this then it gets output.
|
||||||
|
/// </summary>
|
||||||
|
[DataField]
|
||||||
|
public float Threshold;
|
||||||
|
|
||||||
|
[DataField(required: true)]
|
||||||
|
public string Tile;
|
||||||
|
|
||||||
|
[DataField(required: true)]
|
||||||
|
public FastNoiseLite Noise;
|
||||||
|
}
|
||||||
@@ -0,0 +1,21 @@
|
|||||||
|
using Content.Shared.Parallax.Biomes.Markers;
|
||||||
|
using Content.Shared.Procedural.PostGeneration;
|
||||||
|
using Content.Shared.Random;
|
||||||
|
using Robust.Shared.Prototypes;
|
||||||
|
|
||||||
|
namespace Content.Shared.Procedural.PostGeneration;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Spawns the specified marker layer on top of the dungeon rooms.
|
||||||
|
/// </summary>
|
||||||
|
public sealed partial class BiomeMarkerLayerPostGen : IPostDunGen
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// How many times to spawn marker layers; can duplicate.
|
||||||
|
/// </summary>
|
||||||
|
[DataField]
|
||||||
|
public int Count = 6;
|
||||||
|
|
||||||
|
[DataField(required: true)]
|
||||||
|
public ProtoId<WeightedRandomPrototype> MarkerTemplate;
|
||||||
|
}
|
||||||
15
Content.Shared/Procedural/PostGeneration/BiomePostGen.cs
Normal file
15
Content.Shared/Procedural/PostGeneration/BiomePostGen.cs
Normal file
@@ -0,0 +1,15 @@
|
|||||||
|
using Content.Shared.Parallax.Biomes;
|
||||||
|
using Content.Shared.Procedural.PostGeneration;
|
||||||
|
using Robust.Shared.Prototypes;
|
||||||
|
|
||||||
|
namespace Content.Shared.Procedural.PostGeneration;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Generates a biome on top of valid tiles, then removes the biome when done.
|
||||||
|
/// Only works if no existing biome is present.
|
||||||
|
/// </summary>
|
||||||
|
public sealed partial class BiomePostGen : IPostDunGen
|
||||||
|
{
|
||||||
|
[DataField(required: true)]
|
||||||
|
public ProtoId<BiomeTemplatePrototype> BiomeTemplate;
|
||||||
|
}
|
||||||
16
Content.Shared/Salvage/Magnet/AsteroidOffering.cs
Normal file
16
Content.Shared/Salvage/Magnet/AsteroidOffering.cs
Normal file
@@ -0,0 +1,16 @@
|
|||||||
|
using Content.Shared.Procedural;
|
||||||
|
|
||||||
|
namespace Content.Shared.Salvage.Magnet;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Asteroid offered for the magnet.
|
||||||
|
/// </summary>
|
||||||
|
public record struct AsteroidOffering : ISalvageMagnetOffering
|
||||||
|
{
|
||||||
|
public DungeonConfigPrototype DungeonConfig;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Calculated marker layers for the asteroid.
|
||||||
|
/// </summary>
|
||||||
|
public Dictionary<string, int> MarkerLayers;
|
||||||
|
}
|
||||||
6
Content.Shared/Salvage/Magnet/ISalvageMagnetOffering.cs
Normal file
6
Content.Shared/Salvage/Magnet/ISalvageMagnetOffering.cs
Normal file
@@ -0,0 +1,6 @@
|
|||||||
|
namespace Content.Shared.Salvage.Magnet;
|
||||||
|
|
||||||
|
public interface ISalvageMagnetOffering
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
12
Content.Shared/Salvage/Magnet/MagnetClaimOfferEvent.cs
Normal file
12
Content.Shared/Salvage/Magnet/MagnetClaimOfferEvent.cs
Normal file
@@ -0,0 +1,12 @@
|
|||||||
|
using Robust.Shared.Serialization;
|
||||||
|
|
||||||
|
namespace Content.Shared.Salvage.Magnet;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Claim an offer from the magnet UI.
|
||||||
|
/// </summary>
|
||||||
|
[Serializable, NetSerializable]
|
||||||
|
public sealed class MagnetClaimOfferEvent : BoundUserInterfaceMessage
|
||||||
|
{
|
||||||
|
public int Index;
|
||||||
|
}
|
||||||
@@ -0,0 +1,22 @@
|
|||||||
|
using Robust.Shared.Serialization;
|
||||||
|
|
||||||
|
namespace Content.Shared.Salvage.Magnet;
|
||||||
|
|
||||||
|
[Serializable, NetSerializable]
|
||||||
|
public sealed class SalvageMagnetBoundUserInterfaceState : BoundUserInterfaceState
|
||||||
|
{
|
||||||
|
public TimeSpan? EndTime;
|
||||||
|
public TimeSpan NextOffer;
|
||||||
|
|
||||||
|
public TimeSpan Cooldown;
|
||||||
|
public TimeSpan Duration;
|
||||||
|
|
||||||
|
public int ActiveSeed;
|
||||||
|
|
||||||
|
public List<int> Offers;
|
||||||
|
|
||||||
|
public SalvageMagnetBoundUserInterfaceState(List<int> offers)
|
||||||
|
{
|
||||||
|
Offers = offers;
|
||||||
|
}
|
||||||
|
}
|
||||||
6
Content.Shared/Salvage/Magnet/SalvageMagnetUiKey.cs
Normal file
6
Content.Shared/Salvage/Magnet/SalvageMagnetUiKey.cs
Normal file
@@ -0,0 +1,6 @@
|
|||||||
|
using Robust.Shared.Serialization;
|
||||||
|
|
||||||
|
namespace Content.Shared.Salvage.Magnet;
|
||||||
|
|
||||||
|
[Serializable, NetSerializable]
|
||||||
|
public enum SalvageMagnetUiKey : byte { Key }
|
||||||
9
Content.Shared/Salvage/Magnet/SalvageOffering.cs
Normal file
9
Content.Shared/Salvage/Magnet/SalvageOffering.cs
Normal file
@@ -0,0 +1,9 @@
|
|||||||
|
namespace Content.Shared.Salvage.Magnet;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Asteroid offered for the magnet.
|
||||||
|
/// </summary>
|
||||||
|
public record struct SalvageOffering : ISalvageMagnetOffering
|
||||||
|
{
|
||||||
|
public SalvageMapPrototype SalvageMap;
|
||||||
|
}
|
||||||
15
Content.Shared/Salvage/SalvageMapPrototype.cs
Normal file
15
Content.Shared/Salvage/SalvageMapPrototype.cs
Normal file
@@ -0,0 +1,15 @@
|
|||||||
|
using Robust.Shared.Prototypes;
|
||||||
|
using Robust.Shared.Utility;
|
||||||
|
|
||||||
|
namespace Content.Shared.Salvage;
|
||||||
|
|
||||||
|
[Prototype]
|
||||||
|
public sealed class SalvageMapPrototype : IPrototype
|
||||||
|
{
|
||||||
|
[ViewVariables] [IdDataField] public string ID { get; } = default!;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Relative directory path to the given map, i.e. `Maps/Salvage/template.yml`
|
||||||
|
/// </summary>
|
||||||
|
[DataField(required: true)] public ResPath MapPath;
|
||||||
|
}
|
||||||
@@ -1,31 +0,0 @@
|
|||||||
using Content.Shared.Construction.Prototypes;
|
|
||||||
using Robust.Shared.Prototypes;
|
|
||||||
using Robust.Shared.Serialization;
|
|
||||||
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
|
|
||||||
|
|
||||||
namespace Content.Shared.Salvage;
|
|
||||||
|
|
||||||
public abstract partial class SharedSalvageMagnetComponent : Component
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// The machine part that affects the attaching and cooldown times
|
|
||||||
/// </summary>
|
|
||||||
[DataField("machinePartDelay", customTypeSerializer: typeof(PrototypeIdSerializer<MachinePartPrototype>)), ViewVariables(VVAccess.ReadWrite)]
|
|
||||||
public string MachinePartDelay = "Capacitor";
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// A multiplier applied to the attaching and cooldown times for each level of <see cref="MachinePartDelay"/>
|
|
||||||
/// </summary>
|
|
||||||
[DataField("partRatingDelay"), ViewVariables(VVAccess.ReadWrite)]
|
|
||||||
public float PartRatingDelay = 0.75f;
|
|
||||||
}
|
|
||||||
|
|
||||||
[Serializable, NetSerializable]
|
|
||||||
public enum SalvageMagnetVisuals : byte
|
|
||||||
{
|
|
||||||
ChargeState,
|
|
||||||
Ready,
|
|
||||||
ReadyBlinking,
|
|
||||||
Unready,
|
|
||||||
UnreadyBlinking
|
|
||||||
}
|
|
||||||
69
Content.Shared/Salvage/SharedSalvageSystem.Magnet.cs
Normal file
69
Content.Shared/Salvage/SharedSalvageSystem.Magnet.cs
Normal file
@@ -0,0 +1,69 @@
|
|||||||
|
using Content.Shared.Procedural;
|
||||||
|
using Content.Shared.Procedural.PostGeneration;
|
||||||
|
using Content.Shared.Random.Helpers;
|
||||||
|
using Content.Shared.Salvage.Magnet;
|
||||||
|
using Robust.Shared.Prototypes;
|
||||||
|
using Robust.Shared.Utility;
|
||||||
|
|
||||||
|
namespace Content.Shared.Salvage;
|
||||||
|
|
||||||
|
public abstract partial class SharedSalvageSystem
|
||||||
|
{
|
||||||
|
private readonly List<SalvageMapPrototype> _salvageMaps = new();
|
||||||
|
|
||||||
|
private readonly List<ProtoId<DungeonConfigPrototype>> _asteroidConfigs = new()
|
||||||
|
{
|
||||||
|
"BlobAsteroid",
|
||||||
|
"ClusterAsteroid",
|
||||||
|
"SpindlyAsteroid",
|
||||||
|
"SwissCheeseAsteroid"
|
||||||
|
};
|
||||||
|
|
||||||
|
public ISalvageMagnetOffering GetSalvageOffering(int seed)
|
||||||
|
{
|
||||||
|
var rand = new System.Random(seed);
|
||||||
|
|
||||||
|
// Asteroid seed
|
||||||
|
if (seed % 2 == 0)
|
||||||
|
{
|
||||||
|
var config = _asteroidConfigs[rand.Next(_asteroidConfigs.Count)];
|
||||||
|
var layerRand = new System.Random(seed);
|
||||||
|
var configProto = _proto.Index(config);
|
||||||
|
var layers = new Dictionary<string, int>();
|
||||||
|
|
||||||
|
// If we ever add more random layers will need to Next on these.
|
||||||
|
foreach (var layer in configProto.PostGeneration)
|
||||||
|
{
|
||||||
|
switch (layer)
|
||||||
|
{
|
||||||
|
case BiomeMarkerLayerPostGen marker:
|
||||||
|
for (var i = 0; i < marker.Count; i++)
|
||||||
|
{
|
||||||
|
var proto = _proto.Index(marker.MarkerTemplate).Pick(layerRand);
|
||||||
|
var layerCount = layers.GetOrNew(proto);
|
||||||
|
layerCount++;
|
||||||
|
layers[proto] = layerCount;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return new AsteroidOffering
|
||||||
|
{
|
||||||
|
DungeonConfig = configProto,
|
||||||
|
MarkerLayers = layers,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
// Salvage map seed
|
||||||
|
_salvageMaps.Clear();
|
||||||
|
_salvageMaps.AddRange(_proto.EnumeratePrototypes<SalvageMapPrototype>());
|
||||||
|
var mapIndex = rand.Next(_salvageMaps.Count);
|
||||||
|
var map = _salvageMaps[mapIndex];
|
||||||
|
|
||||||
|
return new SalvageOffering()
|
||||||
|
{
|
||||||
|
SalvageMap = map,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -15,7 +15,7 @@ using Robust.Shared.Utility;
|
|||||||
|
|
||||||
namespace Content.Shared.Salvage;
|
namespace Content.Shared.Salvage;
|
||||||
|
|
||||||
public abstract class SharedSalvageSystem : EntitySystem
|
public abstract partial class SharedSalvageSystem : EntitySystem
|
||||||
{
|
{
|
||||||
[Dependency] protected readonly IConfigurationManager CfgManager = default!;
|
[Dependency] protected readonly IConfigurationManager CfgManager = default!;
|
||||||
[Dependency] private readonly IPrototypeManager _proto = default!;
|
[Dependency] private readonly IPrototypeManager _proto = default!;
|
||||||
|
|||||||
@@ -12,8 +12,9 @@ salvage-expedition-window-hostiles = Hostiles:
|
|||||||
salvage-expedition-window-duration = Duration:
|
salvage-expedition-window-duration = Duration:
|
||||||
salvage-expedition-window-biome = Biome:
|
salvage-expedition-window-biome = Biome:
|
||||||
salvage-expedition-window-modifiers = Modifiers:
|
salvage-expedition-window-modifiers = Modifiers:
|
||||||
salvage-expedition-window-claimed = Claimed
|
|
||||||
salvage-expedition-window-claim = Claim
|
offering-window-claimed = Claimed
|
||||||
|
offering-window-claim = Claim
|
||||||
|
|
||||||
salvage-expedition-window-next = Next offer
|
salvage-expedition-window-next = Next offer
|
||||||
|
|
||||||
|
|||||||
60
Resources/Locale/en-US/salvage/salvage-magnet.ftl
Normal file
60
Resources/Locale/en-US/salvage/salvage-magnet.ftl
Normal file
@@ -0,0 +1,60 @@
|
|||||||
|
salvage-system-announcement-losing = The magnet is no longer able to hold the salvagable debris. Estimated time until loss: {$timeLeft} seconds.
|
||||||
|
salvage-system-announcement-spawn-debris-disintegrated = Debris disintegrated during orbital transfer.
|
||||||
|
salvage-system-announcement-spawn-no-debris-available = No debris could be recovered by the salvage magnet.
|
||||||
|
salvage-system-announcement-arrived = A piece of salvagable debris has been pulled in. Estimated hold time: {$timeLeft} seconds.
|
||||||
|
salvage-asteroid-name = Asteroid
|
||||||
|
|
||||||
|
salvage-expedition-window-progression = Progression
|
||||||
|
|
||||||
|
salvage-magnet-resources = {$resource ->
|
||||||
|
[OreTin] Tin
|
||||||
|
[OreCoal] Coal
|
||||||
|
[OreQuartz] Quartz
|
||||||
|
[OreGold] Gold
|
||||||
|
[OreSilver] Silver
|
||||||
|
[OrePlasma] Plasma
|
||||||
|
[OreUranium] Uranium
|
||||||
|
*[other] {$resource}
|
||||||
|
}
|
||||||
|
|
||||||
|
salvage-magnet-resources-count = {$count ->
|
||||||
|
[1] (Poor)
|
||||||
|
[2] (Rich)
|
||||||
|
[3] (Rich)
|
||||||
|
*[other] (Extraordinary)
|
||||||
|
}
|
||||||
|
|
||||||
|
# Asteroids
|
||||||
|
dungeon-config-proto-BlobAsteroid = Asteroid clump
|
||||||
|
dungeon-config-proto-ClusterAsteroid = Asteroid cluster
|
||||||
|
dungeon-config-proto-SpindlyAsteroid = Asteroid spiral
|
||||||
|
dungeon-config-proto-SwissCheeseAsteroid = Asteroid fragments
|
||||||
|
|
||||||
|
# Wrecks
|
||||||
|
salvage-map-proto-Small1 = Engineering Storage
|
||||||
|
salvage-map-proto-Small2 = Gaming Nook
|
||||||
|
salvage-map-proto-Small3 = Laundromat
|
||||||
|
salvage-map-proto-Small4 = Bar Salvage
|
||||||
|
salvage-map-proto-SmallShip1 = Pill
|
||||||
|
salvage-map-proto-SmallAISurveyDrone = AI Survey Drone
|
||||||
|
|
||||||
|
salvage-map-proto-SmallA1 = Asteroid Plasmafire
|
||||||
|
salvage-map-proto-Medium1 = Plasma-Trapped Cache
|
||||||
|
salvage-map-proto-MediumVault1 = Vault
|
||||||
|
salvage-map-proto-MediumOrchestra = Silent Orchestra
|
||||||
|
salvage-map-proto-MediumLibraryWreck = Abandoned Library
|
||||||
|
salvage-map-proto-MediumCargoWreck = Cargo Department Wreck
|
||||||
|
salvage-map-proto-MediumPirateWreck = Pirate Barge Fragment
|
||||||
|
salvage-map-proto-TickColony = Space Tick colony
|
||||||
|
salvage-map-proto-CargoDock = Asteroid Cargo Dock
|
||||||
|
salvage-map-proto-SpaceWaffleHome = Waffle Home
|
||||||
|
salvage-map-proto-MediumShuttleWreck = Ruined Emergency Shuttle
|
||||||
|
salvage-map-proto-MediumPetHospital = Pet and Bear Hospital
|
||||||
|
salvage-map-proto-MediumCrashedShuttle = Crashed Shuttle
|
||||||
|
salvage-map-proto-Meatball = Meatball
|
||||||
|
|
||||||
|
salvage-map-proto-StationStation = Station station
|
||||||
|
salvage-map-proto-AsteroidBase = Asteroid Base
|
||||||
|
salvage-map-proto-RuinCargoBase = Ruined Cargo Storage
|
||||||
|
salvage-map-proto-SecurityChunk = Security Department Chunk
|
||||||
|
salvage-map-proto-EngineeringChunk = Engineering Department Chunk
|
||||||
@@ -1,23 +0,0 @@
|
|||||||
salvage-system-announcement-source = Salvage Control System
|
|
||||||
salvage-system-announcement-arrived = A piece of salvagable debris has been pulled in. Estimated hold time: {$timeLeft} seconds.
|
|
||||||
salvage-system-announcement-losing = The magnet is no longer able to hold the salvagable debris. Estimated time until loss: {$timeLeft} seconds.
|
|
||||||
salvage-system-announcement-lost = The salvagable debris have been lost.
|
|
||||||
|
|
||||||
salvage-system-announcement-spawn-magnet-lost = The salvage magnet has been lost.
|
|
||||||
salvage-system-announcement-spawn-no-debris-available = No debris could be recovered by the salvage magnet.
|
|
||||||
salvage-system-announcement-spawn-debris-disintegrated = Debris disintegrated during orbital transfer.
|
|
||||||
|
|
||||||
salvage-system-report-already-active = The salvage magnet is already active.
|
|
||||||
salvage-system-report-cooling-down = The salvage magnet is cooling down.
|
|
||||||
salvage-system-report-activate-success = The salvage magnet is pulling in a piece of debris!
|
|
||||||
|
|
||||||
salvage-system-magnet-examined-inactive = The salvage magnet is inactive.
|
|
||||||
salvage-system-magnet-examined-pulling-in = The salvage magnet is attempting to pull in salvage.
|
|
||||||
salvage-system-magnet-examined-active = The salvage magnet is holding salvage in place. Can hold for { $timeLeft ->
|
|
||||||
[1] one second.
|
|
||||||
*[other] { $timeLeft } seconds.
|
|
||||||
}
|
|
||||||
salvage-system-magnet-examined-releasing = The salvage magnet is releasing the salvage.
|
|
||||||
salvage-system-magnet-examined-cooling-down = The salvage magnet is cooling down. It will be ready in: {$timeLeft} seconds.
|
|
||||||
salvage-system-magnet-delay-upgrade = Attaching/cooldown delay
|
|
||||||
|
|
||||||
@@ -73,6 +73,12 @@
|
|||||||
components:
|
components:
|
||||||
- type: SalvageExpeditionData
|
- type: SalvageExpeditionData
|
||||||
|
|
||||||
|
- type: entity
|
||||||
|
id: BaseStationMagnet
|
||||||
|
abstract: true
|
||||||
|
components:
|
||||||
|
- type: SalvageMagnetData
|
||||||
|
|
||||||
- type: entity
|
- type: entity
|
||||||
id: BaseStationSiliconLawCrewsimov
|
id: BaseStationSiliconLawCrewsimov
|
||||||
abstract: true
|
abstract: true
|
||||||
|
|||||||
@@ -19,6 +19,7 @@
|
|||||||
- BaseStationCentcomm
|
- BaseStationCentcomm
|
||||||
- BaseStationEvacuation
|
- BaseStationEvacuation
|
||||||
- BaseStationAlertLevels
|
- BaseStationAlertLevels
|
||||||
|
- BaseStationMagnet
|
||||||
- BaseStationExpeditions
|
- BaseStationExpeditions
|
||||||
- BaseStationSiliconLawCrewsimov
|
- BaseStationSiliconLawCrewsimov
|
||||||
- BaseStationAllEventsEligible
|
- BaseStationAllEventsEligible
|
||||||
|
|||||||
@@ -23,36 +23,17 @@
|
|||||||
- state: salvage-magnet-o4
|
- state: salvage-magnet-o4
|
||||||
map: ["chargeState"]
|
map: ["chargeState"]
|
||||||
shader: unshaded
|
shader: unshaded
|
||||||
- type: Appearance
|
- type: ActivatableUI
|
||||||
- type: GenericVisualizer
|
key: enum.SalvageMagnetUiKey.Key
|
||||||
visuals:
|
- type: ActivatableUIRequiresPower
|
||||||
enum.SalvageMagnetVisuals.ChargeState:
|
- type: UserInterface
|
||||||
chargeState:
|
interfaces:
|
||||||
0: { state: salvage-magnet-o0, shader: "unshaded", visible: false }
|
- key: enum.SalvageMagnetUiKey.Key
|
||||||
1: { state: salvage-magnet-o0, shader: "unshaded", visible: true }
|
type: SalvageMagnetBoundUserInterface
|
||||||
2: { state: salvage-magnet-o1, shader: "unshaded", visible: true }
|
|
||||||
3: { state: salvage-magnet-o2, shader: "unshaded", visible: true }
|
|
||||||
4: { state: salvage-magnet-o3, shader: "unshaded", visible: true }
|
|
||||||
5: { state: salvage-magnet-o4, shader: "unshaded", visible: true }
|
|
||||||
enum.SalvageMagnetVisuals.Ready:
|
|
||||||
ready:
|
|
||||||
False: { state: salvage-magnet-ready, visible: false, shader: "unshaded" }
|
|
||||||
True: { state: salvage-magnet-ready, visible: true, shader: "unshaded" }
|
|
||||||
enum.SalvageMagnetVisuals.ReadyBlinking:
|
|
||||||
readyBlinking:
|
|
||||||
False: { state: salvage-magnet-ready-blinking, visible: false, shader: "unshaded" }
|
|
||||||
True: { state: salvage-magnet-ready-blinking, visible: true, shader: "unshaded" }
|
|
||||||
enum.SalvageMagnetVisuals.Unready:
|
|
||||||
unready:
|
|
||||||
False: { state: salvage-magnet-unready, visible: false, shader: "unshaded" }
|
|
||||||
True: { state: salvage-magnet-unready, visible: true, shader: "unshaded" }
|
|
||||||
enum.SalvageMagnetVisuals.UnreadyBlinking:
|
|
||||||
unreadyBlinking:
|
|
||||||
False: { state: salvage-magnet-unready-blinking, visible: false, shader: "unshaded" }
|
|
||||||
True: { state: salvage-magnet-unready-blinking, visible: true, shader: "unshaded" }
|
|
||||||
- type: Rotatable
|
|
||||||
- type: Transform
|
- type: Transform
|
||||||
noRot: false
|
noRot: false
|
||||||
|
- type: Appearance
|
||||||
|
- type: Rotatable
|
||||||
- type: IntrinsicRadioReceiver
|
- type: IntrinsicRadioReceiver
|
||||||
- type: ActiveRadio
|
- type: ActiveRadio
|
||||||
channels:
|
channels:
|
||||||
|
|||||||
@@ -56,12 +56,210 @@
|
|||||||
- FullTileMask
|
- FullTileMask
|
||||||
layer:
|
layer:
|
||||||
- WallLayer
|
- WallLayer
|
||||||
- type: OreVein
|
|
||||||
oreChance: 0.2
|
|
||||||
oreRarityPrototypeId: RandomOreDistributionStandard
|
|
||||||
- type: RadiationBlocker
|
- type: RadiationBlocker
|
||||||
resistance: 2
|
resistance: 2
|
||||||
|
|
||||||
|
# Ore veins
|
||||||
|
- type: entity
|
||||||
|
id: AsteroidRockCoal
|
||||||
|
parent: AsteroidRock
|
||||||
|
description: An ore vein rich with coal.
|
||||||
|
suffix: Coal
|
||||||
|
components:
|
||||||
|
- type: OreVein
|
||||||
|
oreChance: 1.0
|
||||||
|
currentOre: OreCoal
|
||||||
|
- type: Sprite
|
||||||
|
layers:
|
||||||
|
- state: rock_asteroid
|
||||||
|
- map: [ "enum.EdgeLayer.South" ]
|
||||||
|
state: rock_asteroid_south
|
||||||
|
- map: [ "enum.EdgeLayer.East" ]
|
||||||
|
state: rock_asteroid_east
|
||||||
|
- map: [ "enum.EdgeLayer.North" ]
|
||||||
|
state: rock_asteroid_north
|
||||||
|
- map: [ "enum.EdgeLayer.West" ]
|
||||||
|
state: rock_asteroid_west
|
||||||
|
- state: rock_coal
|
||||||
|
|
||||||
|
- type: entity
|
||||||
|
id: AsteroidRockGold
|
||||||
|
parent: AsteroidRock
|
||||||
|
description: An ore vein rich with gold.
|
||||||
|
suffix: Gold
|
||||||
|
components:
|
||||||
|
- type: OreVein
|
||||||
|
oreChance: 1.0
|
||||||
|
currentOre: OreGold
|
||||||
|
- type: Sprite
|
||||||
|
layers:
|
||||||
|
- state: rock_asteroid
|
||||||
|
- map: [ "enum.EdgeLayer.South" ]
|
||||||
|
state: rock_asteroid_south
|
||||||
|
- map: [ "enum.EdgeLayer.East" ]
|
||||||
|
state: rock_asteroid_east
|
||||||
|
- map: [ "enum.EdgeLayer.North" ]
|
||||||
|
state: rock_asteroid_north
|
||||||
|
- map: [ "enum.EdgeLayer.West" ]
|
||||||
|
state: rock_asteroid_west
|
||||||
|
- state: rock_gold
|
||||||
|
|
||||||
|
- type: entity
|
||||||
|
id: AsteroidRockPlasma
|
||||||
|
parent: AsteroidRock
|
||||||
|
description: An ore vein rich with plasma.
|
||||||
|
suffix: Plasma
|
||||||
|
components:
|
||||||
|
- type: OreVein
|
||||||
|
oreChance: 1.0
|
||||||
|
currentOre: OrePlasma
|
||||||
|
- type: Sprite
|
||||||
|
layers:
|
||||||
|
- state: rock_asteroid
|
||||||
|
- map: [ "enum.EdgeLayer.South" ]
|
||||||
|
state: rock_asteroid_south
|
||||||
|
- map: [ "enum.EdgeLayer.East" ]
|
||||||
|
state: rock_asteroid_east
|
||||||
|
- map: [ "enum.EdgeLayer.North" ]
|
||||||
|
state: rock_asteroid_north
|
||||||
|
- map: [ "enum.EdgeLayer.West" ]
|
||||||
|
state: rock_asteroid_west
|
||||||
|
- state: rock_phoron
|
||||||
|
|
||||||
|
- type: entity
|
||||||
|
id: AsteroidRockQuartz
|
||||||
|
parent: AsteroidRock
|
||||||
|
description: An ore vein rich with quartz.
|
||||||
|
suffix: Quartz
|
||||||
|
components:
|
||||||
|
- type: OreVein
|
||||||
|
oreChance: 1.0
|
||||||
|
currentOre: OreSpaceQuartz
|
||||||
|
- type: Sprite
|
||||||
|
layers:
|
||||||
|
- state: rock_asteroid
|
||||||
|
- map: [ "enum.EdgeLayer.South" ]
|
||||||
|
state: rock_asteroid_south
|
||||||
|
- map: [ "enum.EdgeLayer.East" ]
|
||||||
|
state: rock_asteroid_east
|
||||||
|
- map: [ "enum.EdgeLayer.North" ]
|
||||||
|
state: rock_asteroid_north
|
||||||
|
- map: [ "enum.EdgeLayer.West" ]
|
||||||
|
state: rock_asteroid_west
|
||||||
|
- state: rock_quartz
|
||||||
|
|
||||||
|
- type: entity
|
||||||
|
id: AsteroidRockSilver
|
||||||
|
parent: AsteroidRock
|
||||||
|
description: An ore vein rich with silver.
|
||||||
|
suffix: Silver
|
||||||
|
components:
|
||||||
|
- type: OreVein
|
||||||
|
oreChance: 1.0
|
||||||
|
currentOre: OreSilver
|
||||||
|
- type: Sprite
|
||||||
|
layers:
|
||||||
|
- state: rock_asteroid
|
||||||
|
- map: [ "enum.EdgeLayer.South" ]
|
||||||
|
state: rock_asteroid_south
|
||||||
|
- map: [ "enum.EdgeLayer.East" ]
|
||||||
|
state: rock_asteroid_east
|
||||||
|
- map: [ "enum.EdgeLayer.North" ]
|
||||||
|
state: rock_asteroid_north
|
||||||
|
- map: [ "enum.EdgeLayer.West" ]
|
||||||
|
state: rock_asteroid_west
|
||||||
|
- state: rock_silver
|
||||||
|
|
||||||
|
# Yes I know it drops steel but we may get smelting at some point
|
||||||
|
- type: entity
|
||||||
|
id: AsteroidRockTin
|
||||||
|
parent: AsteroidRock
|
||||||
|
description: An ore vein rich with steel.
|
||||||
|
suffix: Steel
|
||||||
|
components:
|
||||||
|
- type: OreVein
|
||||||
|
oreChance: 1.0
|
||||||
|
currentOre: OreSteel
|
||||||
|
- type: Sprite
|
||||||
|
layers:
|
||||||
|
- state: rock_asteroid
|
||||||
|
- map: [ "enum.EdgeLayer.South" ]
|
||||||
|
state: rock_asteroid_south
|
||||||
|
- map: [ "enum.EdgeLayer.East" ]
|
||||||
|
state: rock_asteroid_east
|
||||||
|
- map: [ "enum.EdgeLayer.North" ]
|
||||||
|
state: rock_asteroid_north
|
||||||
|
- map: [ "enum.EdgeLayer.West" ]
|
||||||
|
state: rock_asteroid_west
|
||||||
|
- state: rock_tin
|
||||||
|
|
||||||
|
- type: entity
|
||||||
|
id: AsteroidRockUranium
|
||||||
|
parent: AsteroidRock
|
||||||
|
description: An ore vein rich with uranium.
|
||||||
|
suffix: Uranium
|
||||||
|
components:
|
||||||
|
- type: OreVein
|
||||||
|
oreChance: 1.0
|
||||||
|
currentOre: OreUranium
|
||||||
|
- type: Sprite
|
||||||
|
layers:
|
||||||
|
- state: rock_asteroid
|
||||||
|
- map: [ "enum.EdgeLayer.South" ]
|
||||||
|
state: rock_asteroid_south
|
||||||
|
- map: [ "enum.EdgeLayer.East" ]
|
||||||
|
state: rock_asteroid_east
|
||||||
|
- map: [ "enum.EdgeLayer.North" ]
|
||||||
|
state: rock_asteroid_north
|
||||||
|
- map: [ "enum.EdgeLayer.West" ]
|
||||||
|
state: rock_asteroid_west
|
||||||
|
- state: rock_uranium
|
||||||
|
|
||||||
|
|
||||||
|
- type: entity
|
||||||
|
id: AsteroidRockBananium
|
||||||
|
parent: AsteroidRock
|
||||||
|
description: An ore vein rich with bananium.
|
||||||
|
suffix: Bananium
|
||||||
|
components:
|
||||||
|
- type: OreVein
|
||||||
|
oreChance: 1.0
|
||||||
|
currentOre: OreBananium
|
||||||
|
- type: Sprite
|
||||||
|
layers:
|
||||||
|
- state: rock_asteroid
|
||||||
|
- map: [ "enum.EdgeLayer.South" ]
|
||||||
|
state: rock_asteroid_south
|
||||||
|
- map: [ "enum.EdgeLayer.East" ]
|
||||||
|
state: rock_asteroid_east
|
||||||
|
- map: [ "enum.EdgeLayer.North" ]
|
||||||
|
state: rock_asteroid_north
|
||||||
|
- map: [ "enum.EdgeLayer.West" ]
|
||||||
|
state: rock_asteroid_west
|
||||||
|
- state: rock_bananium
|
||||||
|
|
||||||
|
- type: entity
|
||||||
|
id: AsteroidRockArtifactFragment
|
||||||
|
parent: AsteroidRock
|
||||||
|
description: A rock wall. What's that sticking out of it?
|
||||||
|
suffix: Artifact Fragment
|
||||||
|
components:
|
||||||
|
- type: OreVein
|
||||||
|
oreChance: 1.0
|
||||||
|
currentOre: OreArtifactFragment
|
||||||
|
- type: Sprite
|
||||||
|
layers:
|
||||||
|
- state: rock_asteroid
|
||||||
|
- map: [ "enum.EdgeLayer.South" ]
|
||||||
|
state: rock_asteroid_south
|
||||||
|
- map: [ "enum.EdgeLayer.East" ]
|
||||||
|
state: rock_asteroid_east
|
||||||
|
- map: [ "enum.EdgeLayer.North" ]
|
||||||
|
state: rock_asteroid_north
|
||||||
|
- map: [ "enum.EdgeLayer.West" ]
|
||||||
|
state: rock_asteroid_west
|
||||||
|
- state: rock_artifact_fragment
|
||||||
|
|
||||||
- type: entity
|
- type: entity
|
||||||
id: AsteroidRockMining
|
id: AsteroidRockMining
|
||||||
parent: AsteroidRock
|
parent: AsteroidRock
|
||||||
|
|||||||
@@ -1,137 +1,109 @@
|
|||||||
# So the way things are done as of now is that Salvages are measured by world AABBs in their maps.
|
# Dear god please stop adding ones with thousands of entities, learn how procgen works.
|
||||||
# Remember, first two coordinates should be the minimum X/Y, second two should be maximum.
|
|
||||||
# You can also use the salvageruler command to get these, once you're sure the transform's been reset.
|
|
||||||
# Ultimately, you should still be keeping the maps centred.
|
|
||||||
|
|
||||||
# "Small"-class maps - Max size square: 7x7, indicated size: 3.5
|
# "Small"-class maps - Max size square: 7x7, indicated size: 3.5
|
||||||
|
|
||||||
- type: salvageMap
|
- type: salvageMap
|
||||||
id: Small1
|
id: Small1
|
||||||
name: "Small / Engineering Storage 1"
|
|
||||||
mapPath: /Maps/Salvage/small-1.yml
|
mapPath: /Maps/Salvage/small-1.yml
|
||||||
|
|
||||||
- type: salvageMap
|
- type: salvageMap
|
||||||
id: Small2
|
id: Small2
|
||||||
name: "Small / Gaming Nook 1"
|
|
||||||
mapPath: /Maps/Salvage/small-2.yml
|
mapPath: /Maps/Salvage/small-2.yml
|
||||||
|
|
||||||
- type: salvageMap
|
- type: salvageMap
|
||||||
id: Small-ship-1
|
id: SmallShip1
|
||||||
name: "Small / Ship 1 (Pill)"
|
|
||||||
mapPath: /Maps/Salvage/small-ship-1.yml
|
mapPath: /Maps/Salvage/small-ship-1.yml
|
||||||
|
|
||||||
- type: salvageMap
|
- type: salvageMap
|
||||||
id: Small3
|
id: Small3
|
||||||
name: "Small / Laundromat 1"
|
|
||||||
mapPath: /Maps/Salvage/small-3.yml
|
mapPath: /Maps/Salvage/small-3.yml
|
||||||
|
|
||||||
- type: salvageMap
|
- type: salvageMap
|
||||||
id: SmallAISurveyDrone
|
id: SmallAISurveyDrone
|
||||||
name: "Small / AI Survey Drone"
|
|
||||||
mapPath: /Maps/Salvage/small-ai-survey-drone.yml
|
mapPath: /Maps/Salvage/small-ai-survey-drone.yml
|
||||||
|
|
||||||
- type: salvageMap
|
- type: salvageMap
|
||||||
id: Small4
|
id: Small4
|
||||||
name: "Small / Bar Salvage"
|
|
||||||
mapPath: /Maps/Salvage/small-4.yml
|
mapPath: /Maps/Salvage/small-4.yml
|
||||||
|
|
||||||
# Small - Asteroids
|
# Small - Asteroids
|
||||||
|
|
||||||
- type: salvageMap
|
- type: salvageMap
|
||||||
id: SmallA1
|
id: SmallA1
|
||||||
name: "Small / Asteroid 1 Plasmafire"
|
|
||||||
mapPath: /Maps/Salvage/small-a-1.yml
|
mapPath: /Maps/Salvage/small-a-1.yml
|
||||||
|
|
||||||
# "Medium"-class maps - Max size square: 15x15, indicated size: 7.5
|
# "Medium"-class maps - Max size square: 15x15, indicated size: 7.5
|
||||||
|
|
||||||
- type: salvageMap
|
- type: salvageMap
|
||||||
id: Medium1
|
id: Medium1
|
||||||
name: "Medium / Plasma-Trapped Cache 1"
|
|
||||||
mapPath: /Maps/Salvage/medium-1.yml
|
mapPath: /Maps/Salvage/medium-1.yml
|
||||||
|
|
||||||
- type: salvageMap
|
- type: salvageMap
|
||||||
id: MediumVault1
|
id: MediumVault1
|
||||||
name: "Medium / Vault 1"
|
|
||||||
mapPath: /Maps/Salvage/medium-vault-1.yml
|
mapPath: /Maps/Salvage/medium-vault-1.yml
|
||||||
|
|
||||||
- type: salvageMap
|
- type: salvageMap
|
||||||
id: MediumOrchestra
|
id: MediumOrchestra
|
||||||
name: "Medium / Silent Orchestra"
|
|
||||||
mapPath: /Maps/Salvage/medium-silent-orchestra.yml
|
mapPath: /Maps/Salvage/medium-silent-orchestra.yml
|
||||||
|
|
||||||
- type: salvageMap
|
- type: salvageMap
|
||||||
id: MediumLibraryWreck
|
id: MediumLibraryWreck
|
||||||
name: "Medium / Abandoned Library"
|
|
||||||
mapPath: /Maps/Salvage/medium-library.yml
|
mapPath: /Maps/Salvage/medium-library.yml
|
||||||
|
|
||||||
- type: salvageMap
|
- type: salvageMap
|
||||||
id: MediumCargoWreck
|
id: MediumCargoWreck
|
||||||
name: "Medium / Cargo Department Wreck"
|
|
||||||
mapPath: /Maps/Salvage/cargo-1.yml
|
mapPath: /Maps/Salvage/cargo-1.yml
|
||||||
|
|
||||||
- type: salvageMap
|
- type: salvageMap
|
||||||
id: MediumPirateWreck
|
id: MediumPirateWreck
|
||||||
name: "Medium / Pirate Barge Fragment"
|
|
||||||
mapPath: /Maps/Salvage/medium-pirate.yml
|
mapPath: /Maps/Salvage/medium-pirate.yml
|
||||||
|
|
||||||
- type: salvageMap
|
- type: salvageMap
|
||||||
id: TickColony
|
id: TickColony
|
||||||
name: "Space Tick colony"
|
|
||||||
mapPath: /Maps/Salvage/tick-colony.yml
|
mapPath: /Maps/Salvage/tick-colony.yml
|
||||||
|
|
||||||
- type: salvageMap
|
- type: salvageMap
|
||||||
id: CargoDock
|
id: CargoDock
|
||||||
name: "Asteroid Cargo Dock"
|
|
||||||
mapPath: /Maps/Salvage/medium-dock.yml
|
mapPath: /Maps/Salvage/medium-dock.yml
|
||||||
|
|
||||||
- type: salvageMap
|
- type: salvageMap
|
||||||
id: SpaceWaffleHome
|
id: SpaceWaffleHome
|
||||||
name: "Waffle Home"
|
|
||||||
mapPath: /Maps/Salvage/wh-salvage.yml
|
mapPath: /Maps/Salvage/wh-salvage.yml
|
||||||
|
|
||||||
- type: salvageMap
|
- type: salvageMap
|
||||||
id: MediumShuttleWreck
|
id: MediumShuttleWreck
|
||||||
name: "Medium / Ruined Emergency Shuttle"
|
|
||||||
mapPath: /Maps/Salvage/medium-ruined-emergency-shuttle.yml
|
mapPath: /Maps/Salvage/medium-ruined-emergency-shuttle.yml
|
||||||
|
|
||||||
- type: salvageMap
|
- type: salvageMap
|
||||||
id: mediumPetHospital
|
id: MediumPetHospital
|
||||||
name: "Medium / Pet and Bear Hospital"
|
|
||||||
mapPath: /Maps/Salvage/medium-pet-hospital.yml
|
mapPath: /Maps/Salvage/medium-pet-hospital.yml
|
||||||
|
|
||||||
- type: salvageMap
|
- type: salvageMap
|
||||||
id: MediumCrashedShuttle
|
id: MediumCrashedShuttle
|
||||||
name: "Crashed Shuttle"
|
|
||||||
mapPath: /Maps/Salvage/medium-crashed-shuttle.yml
|
mapPath: /Maps/Salvage/medium-crashed-shuttle.yml
|
||||||
|
|
||||||
- type: salvageMap
|
- type: salvageMap
|
||||||
id: Meatball
|
id: Meatball
|
||||||
name: "Meatball"
|
|
||||||
mapPath: /Maps/Salvage/meatball.yml
|
mapPath: /Maps/Salvage/meatball.yml
|
||||||
|
|
||||||
# """Large""" maps
|
# """Large""" maps
|
||||||
|
|
||||||
- type: salvageMap
|
- type: salvageMap
|
||||||
id: StationStation
|
id: StationStation
|
||||||
name: "StationStation"
|
|
||||||
mapPath: /Maps/Salvage/stationstation.yml
|
mapPath: /Maps/Salvage/stationstation.yml
|
||||||
|
|
||||||
- type: salvageMap
|
- type: salvageMap
|
||||||
id: AsteroidBase
|
id: AsteroidBase
|
||||||
name: "Asteroid Base"
|
|
||||||
mapPath: /Maps/Salvage/asteroid-base.yml
|
mapPath: /Maps/Salvage/asteroid-base.yml
|
||||||
|
|
||||||
- type: salvageMap
|
- type: salvageMap
|
||||||
id: RuinCargoBase
|
id: RuinCargoBase
|
||||||
name: "Ruined Cargo Storage"
|
|
||||||
mapPath: /Maps/Salvage/ruin-cargo-salvage.yml
|
mapPath: /Maps/Salvage/ruin-cargo-salvage.yml
|
||||||
|
|
||||||
- type: salvageMap
|
- type: salvageMap
|
||||||
id: SecurityChunk
|
id: SecurityChunk
|
||||||
name: "Security Department Chunk"
|
|
||||||
mapPath: /Maps/Salvage/security-chunk.yml
|
mapPath: /Maps/Salvage/security-chunk.yml
|
||||||
|
|
||||||
- type: salvageMap
|
- type: salvageMap
|
||||||
id: EngineeringChunk
|
id: EngineeringChunk
|
||||||
name: "Engineering Department Chunk"
|
|
||||||
mapPath: /Maps/Salvage/engineering-chunk.yml
|
mapPath: /Maps/Salvage/engineering-chunk.yml
|
||||||
|
|||||||
116
Resources/Prototypes/Procedural/Magnet/asteroid.yml
Normal file
116
Resources/Prototypes/Procedural/Magnet/asteroid.yml
Normal file
@@ -0,0 +1,116 @@
|
|||||||
|
- type: weightedRandom
|
||||||
|
id: AsteroidOre
|
||||||
|
weights:
|
||||||
|
OreTin: 1.0
|
||||||
|
OreQuartz: 1.0
|
||||||
|
OreCoal: 1.0
|
||||||
|
OreGold: 0.25
|
||||||
|
OreSilver: 0.25
|
||||||
|
OrePlasma: 0.15
|
||||||
|
OreUranium: 0.15
|
||||||
|
|
||||||
|
# Large asteroids, typically 1
|
||||||
|
- type: dungeonConfig
|
||||||
|
id: BlobAsteroid
|
||||||
|
# Floor generation
|
||||||
|
generator: !type:NoiseDunGen
|
||||||
|
tileCap: 1500
|
||||||
|
capStd: 32
|
||||||
|
iterations: 1
|
||||||
|
layers:
|
||||||
|
- tile: FloorAsteroidSand
|
||||||
|
threshold: 0.30
|
||||||
|
noise:
|
||||||
|
frequency: 0.020
|
||||||
|
noiseType: OpenSimplex2
|
||||||
|
fractalType: FBm
|
||||||
|
octaves: 2
|
||||||
|
lacunarity: 2
|
||||||
|
# Everything else
|
||||||
|
postGeneration:
|
||||||
|
# Generate biome
|
||||||
|
- !type:BiomePostGen
|
||||||
|
biomeTemplate: Asteroid
|
||||||
|
|
||||||
|
# Generate ore veins
|
||||||
|
- !type:MarkerLayerPostGen
|
||||||
|
markerTemplate: AsteroidOre
|
||||||
|
|
||||||
|
# Multiple smaller asteroids
|
||||||
|
# This is a pain so we generate fewer tiles
|
||||||
|
- type: dungeonConfig
|
||||||
|
id: ClusterAsteroid
|
||||||
|
# Floor generation
|
||||||
|
generator: !type:NoiseDunGen
|
||||||
|
tileCap: 1000
|
||||||
|
capStd: 32
|
||||||
|
layers:
|
||||||
|
- tile: FloorAsteroidSand
|
||||||
|
threshold: 0.10
|
||||||
|
noise:
|
||||||
|
frequency: 0.130
|
||||||
|
noiseType: OpenSimplex2
|
||||||
|
fractalType: FBm
|
||||||
|
octaves: 2
|
||||||
|
lacunarity: 2
|
||||||
|
# Everything else
|
||||||
|
postGeneration:
|
||||||
|
# Generate biome
|
||||||
|
- !type:BiomePostGen
|
||||||
|
biomeTemplate: Asteroid
|
||||||
|
|
||||||
|
# Generate ore veins
|
||||||
|
- !type:MarkerLayerPostGen
|
||||||
|
markerTemplate: AsteroidOre
|
||||||
|
|
||||||
|
# Long and spindly, less smooth than blob
|
||||||
|
- type: dungeonConfig
|
||||||
|
id: SpindlyAsteroid
|
||||||
|
# Floor generation
|
||||||
|
generator: !type:NoiseDunGen
|
||||||
|
tileCap: 1500
|
||||||
|
capStd: 32
|
||||||
|
layers:
|
||||||
|
- tile: FloorAsteroidSand
|
||||||
|
threshold: -0.50
|
||||||
|
noise:
|
||||||
|
frequency: 0.055
|
||||||
|
noiseType: Cellular
|
||||||
|
fractalType: FBm
|
||||||
|
octaves: 3
|
||||||
|
lacunarity: 2
|
||||||
|
cellularDistanceFunction: Euclidean
|
||||||
|
postGeneration:
|
||||||
|
# Generate biome
|
||||||
|
- !type:BiomePostGen
|
||||||
|
biomeTemplate: Asteroid
|
||||||
|
|
||||||
|
# Generate ore veins
|
||||||
|
- !type:MarkerLayerPostGen
|
||||||
|
markerTemplate: AsteroidOre
|
||||||
|
|
||||||
|
# Lots of holes in it
|
||||||
|
- type: dungeonConfig
|
||||||
|
id: SwissCheeseAsteroid
|
||||||
|
# Floor generation
|
||||||
|
generator: !type:NoiseDunGen
|
||||||
|
tileCap: 1500
|
||||||
|
capStd: 32
|
||||||
|
layers:
|
||||||
|
- tile: FloorAsteroidSand
|
||||||
|
threshold: -0.10
|
||||||
|
noise:
|
||||||
|
frequency: 0.155
|
||||||
|
noiseType: OpenSimplex2
|
||||||
|
fractalType: FBm
|
||||||
|
octaves: 2
|
||||||
|
lacunarity: 2
|
||||||
|
# Everything else
|
||||||
|
postGeneration:
|
||||||
|
# Generate biome
|
||||||
|
- !type:BiomePostGen
|
||||||
|
biomeTemplate: Asteroid
|
||||||
|
|
||||||
|
# Generate ore veins
|
||||||
|
- !type:MarkerLayerPostGen
|
||||||
|
markerTemplate: AsteroidOre
|
||||||
@@ -2,6 +2,7 @@
|
|||||||
- type: biomeMarkerLayer
|
- type: biomeMarkerLayer
|
||||||
id: OreTin
|
id: OreTin
|
||||||
entityMask:
|
entityMask:
|
||||||
|
AsteroidRock: AsteroidRockTin
|
||||||
WallRock: WallRockTin
|
WallRock: WallRockTin
|
||||||
WallRockBasalt: WallRockBasaltTin
|
WallRockBasalt: WallRockBasaltTin
|
||||||
WallRockChromite: WallRockChromiteTin
|
WallRockChromite: WallRockChromiteTin
|
||||||
@@ -15,6 +16,7 @@
|
|||||||
- type: biomeMarkerLayer
|
- type: biomeMarkerLayer
|
||||||
id: OreQuartz
|
id: OreQuartz
|
||||||
entityMask:
|
entityMask:
|
||||||
|
AsteroidRock: AsteroidRockQuartz
|
||||||
WallRock: WallRockQuartz
|
WallRock: WallRockQuartz
|
||||||
WallRockBasalt: WallRockBasaltQuartz
|
WallRockBasalt: WallRockBasaltQuartz
|
||||||
WallRockChromite: WallRockChromiteQuartz
|
WallRockChromite: WallRockChromiteQuartz
|
||||||
@@ -27,6 +29,7 @@
|
|||||||
- type: biomeMarkerLayer
|
- type: biomeMarkerLayer
|
||||||
id: OreCoal
|
id: OreCoal
|
||||||
entityMask:
|
entityMask:
|
||||||
|
AsteroidRock: AsteroidRockCoal
|
||||||
WallRock: WallRockCoal
|
WallRock: WallRockCoal
|
||||||
WallRockBasalt: WallRockBasaltCoal
|
WallRockBasalt: WallRockBasaltCoal
|
||||||
WallRockChromite: WallRockChromiteCoal
|
WallRockChromite: WallRockChromiteCoal
|
||||||
@@ -42,6 +45,7 @@
|
|||||||
- type: biomeMarkerLayer
|
- type: biomeMarkerLayer
|
||||||
id: OreGold
|
id: OreGold
|
||||||
entityMask:
|
entityMask:
|
||||||
|
AsteroidRock: AsteroidRockGold
|
||||||
WallRock: WallRockGold
|
WallRock: WallRockGold
|
||||||
WallRockBasalt: WallRockBasaltGold
|
WallRockBasalt: WallRockBasaltGold
|
||||||
WallRockChromite: WallRockChromiteGold
|
WallRockChromite: WallRockChromiteGold
|
||||||
@@ -56,6 +60,7 @@
|
|||||||
- type: biomeMarkerLayer
|
- type: biomeMarkerLayer
|
||||||
id: OreSilver
|
id: OreSilver
|
||||||
entityMask:
|
entityMask:
|
||||||
|
AsteroidRock: AsteroidRockSilver
|
||||||
WallRock: WallRockSilver
|
WallRock: WallRockSilver
|
||||||
WallRockBasalt: WallRockBasaltSilver
|
WallRockBasalt: WallRockBasaltSilver
|
||||||
WallRockChromite: WallRockChromiteSilver
|
WallRockChromite: WallRockChromiteSilver
|
||||||
@@ -71,6 +76,7 @@
|
|||||||
- type: biomeMarkerLayer
|
- type: biomeMarkerLayer
|
||||||
id: OrePlasma
|
id: OrePlasma
|
||||||
entityMask:
|
entityMask:
|
||||||
|
AsteroidRock: AsteroidRockPlasma
|
||||||
WallRock: WallRockPlasma
|
WallRock: WallRockPlasma
|
||||||
WallRockBasalt: WallRockBasaltPlasma
|
WallRockBasalt: WallRockBasaltPlasma
|
||||||
WallRockChromite: WallRockChromitePlasma
|
WallRockChromite: WallRockChromitePlasma
|
||||||
@@ -85,6 +91,7 @@
|
|||||||
- type: biomeMarkerLayer
|
- type: biomeMarkerLayer
|
||||||
id: OreUranium
|
id: OreUranium
|
||||||
entityMask:
|
entityMask:
|
||||||
|
AsteroidRock: AsteroidRockUranium
|
||||||
WallRock: WallRockUranium
|
WallRock: WallRockUranium
|
||||||
WallRockBasalt: WallRockBasaltUranium
|
WallRockBasalt: WallRockBasaltUranium
|
||||||
WallRockChromite: WallRockChromiteUranium
|
WallRockChromite: WallRockChromiteUranium
|
||||||
@@ -98,6 +105,7 @@
|
|||||||
- type: biomeMarkerLayer
|
- type: biomeMarkerLayer
|
||||||
id: OreBananium
|
id: OreBananium
|
||||||
entityMask:
|
entityMask:
|
||||||
|
AsteroidRock: AsteroidRockBananium
|
||||||
WallRock: WallRockBananium
|
WallRock: WallRockBananium
|
||||||
WallRockBasalt: WallRockBasaltBananium
|
WallRockBasalt: WallRockBasaltBananium
|
||||||
WallRockChromite: WallRockChromiteBananium
|
WallRockChromite: WallRockChromiteBananium
|
||||||
@@ -112,6 +120,7 @@
|
|||||||
- type: biomeMarkerLayer
|
- type: biomeMarkerLayer
|
||||||
id: OreArtifactFragment
|
id: OreArtifactFragment
|
||||||
entityMask:
|
entityMask:
|
||||||
|
AsteroidRock: AsteroidRockArtifactFragment
|
||||||
WallRock: WallRockArtifactFragment
|
WallRock: WallRockArtifactFragment
|
||||||
WallRockBasalt: WallRockBasaltArtifactFragment
|
WallRockBasalt: WallRockBasaltArtifactFragment
|
||||||
WallRockChromite: WallRockChromiteArtifactFragment
|
WallRockChromite: WallRockChromiteArtifactFragment
|
||||||
|
|||||||
@@ -602,3 +602,63 @@
|
|||||||
noiseType: OpenSimplex2
|
noiseType: OpenSimplex2
|
||||||
frequency: 2
|
frequency: 2
|
||||||
tile: FloorAsteroidSand
|
tile: FloorAsteroidSand
|
||||||
|
|
||||||
|
# Asteroid
|
||||||
|
- type: biomeTemplate
|
||||||
|
id: Asteroid
|
||||||
|
layers:
|
||||||
|
- !type:BiomeEntityLayer
|
||||||
|
threshold: 0.85
|
||||||
|
noise:
|
||||||
|
seed: 2
|
||||||
|
noiseType: OpenSimplex2
|
||||||
|
fractalType: PingPong
|
||||||
|
allowedTiles:
|
||||||
|
- FloorAsteroidSand
|
||||||
|
entities:
|
||||||
|
- CrystalGreen
|
||||||
|
- CrystalPink
|
||||||
|
- CrystalOrange
|
||||||
|
- CrystalBlue
|
||||||
|
- CrystalCyan
|
||||||
|
- !type:BiomeEntityLayer
|
||||||
|
threshold: 0.95
|
||||||
|
noise:
|
||||||
|
seed: 1
|
||||||
|
noiseType: OpenSimplex2
|
||||||
|
frequency: 1
|
||||||
|
allowedTiles:
|
||||||
|
- FloorAsteroidSand
|
||||||
|
entities:
|
||||||
|
- FloraStalagmite1
|
||||||
|
- FloraStalagmite2
|
||||||
|
- FloraStalagmite3
|
||||||
|
- FloraStalagmite4
|
||||||
|
- FloraStalagmite5
|
||||||
|
- FloraStalagmite6
|
||||||
|
- !type:BiomeEntityLayer
|
||||||
|
threshold: -0.6
|
||||||
|
invert: true
|
||||||
|
noise:
|
||||||
|
seed: 0
|
||||||
|
noiseType: Perlin
|
||||||
|
fractalType: Ridged
|
||||||
|
octaves: 1
|
||||||
|
frequency: 0.1
|
||||||
|
gain: 0.5
|
||||||
|
allowedTiles:
|
||||||
|
- FloorAsteroidSand
|
||||||
|
entities:
|
||||||
|
- AsteroidRock
|
||||||
|
- !type:BiomeTileLayer
|
||||||
|
threshold: -1.0
|
||||||
|
tile: FloorAsteroidSand
|
||||||
|
variants:
|
||||||
|
- 0
|
||||||
|
- !type:BiomeTileLayer
|
||||||
|
threshold: 0.5
|
||||||
|
noise:
|
||||||
|
seed: 1
|
||||||
|
noiseType: OpenSimplex2
|
||||||
|
frequency: 2
|
||||||
|
tile: FloorAsteroidSand
|
||||||
|
|||||||
Reference in New Issue
Block a user