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