Change storagesystem.fill to always grant an item to orgroups when probability is equal to 1.0 (#6916)

Co-authored-by: fishfish458 <fishfish458>
This commit is contained in:
Fishfish458
2022-03-27 16:04:58 -05:00
committed by GitHub
parent 85231bb9d6
commit e0c046cf8e
2 changed files with 46 additions and 8 deletions

View File

@@ -1,8 +1,6 @@
using System.Collections.Generic;
using Content.Server.Storage.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.Log;
using Robust.Shared.Random;
using System.Linq;
namespace Content.Server.Storage.EntitySystems;
@@ -19,13 +17,26 @@ public sealed partial class StorageSystem
}
var coordinates = Transform(uid).Coordinates;
var alreadySpawnedGroups = new HashSet<string>();
var orGroupedSpawns = new Dictionary<string, OrGroup>();
// collect groups together, create singular items that pass probability
foreach (var entry in component.Contents)
{
// Handle "Or" groups
if (!string.IsNullOrEmpty(entry.GroupId) && alreadySpawnedGroups.Contains(entry.GroupId)) continue;
if (!string.IsNullOrEmpty(entry.GroupId))
{
if (!orGroupedSpawns.TryGetValue(entry.GroupId, out OrGroup? orGroup))
{
orGroup = new();
orGroupedSpawns.Add(entry.GroupId, orGroup);
}
orGroup.Entries.Add(entry);
orGroup.CumulativeProbability += entry.SpawnProbability;
continue;
}
// else
// Check random spawn
// ReSharper disable once CompareOfFloatsByEqualityOperator
if (entry.SpawnProbability != 1f && !_random.Prob(entry.SpawnProbability)) continue;
@@ -39,8 +50,35 @@ public sealed partial class StorageSystem
Logger.ErrorS("storage", $"Tried to StorageFill {entry.PrototypeId} inside {uid} but can't.");
EntityManager.DeleteEntity(ent);
}
}
if (!string.IsNullOrEmpty(entry.GroupId)) alreadySpawnedGroups.Add(entry.GroupId);
// handle orgroup spawns
foreach (var spawnValue in orGroupedSpawns.Values)
{
// For each group use the added cumulative probability to roll a double in that range
double diceRoll = _random.NextDouble() * spawnValue.CumulativeProbability;
// Add the entry's spawn probability to this value, if equals or lower, spawn item, otherwise continue to next item.
double cumulative = 0.0;
foreach (var entry in spawnValue.Entries)
{
cumulative += entry.SpawnProbability;
if (diceRoll > cumulative) continue;
// Dice roll succeeded, spawn item and break loop
for (var index = 0; index < entry.Amount; index++)
{
var ent = EntityManager.SpawnEntity(entry.PrototypeId, coordinates);
if (storage.Insert(ent)) continue;
Logger.ErrorS("storage", $"Tried to StorageFill {entry.PrototypeId} inside {uid} but can't.");
EntityManager.DeleteEntity(ent);
}
break;
}
}
}
private sealed class OrGroup
{
public List<EntitySpawnEntry> Entries { get; set; } = new();
public float CumulativeProbability { get; set; } = 0f;
}
}