* Procgen asteroids for salvage magnet * big roids, remove min offset radius * i fuck with configs a bit more * some shit i guess * actually this makes more sense
64 lines
2.4 KiB
C#
64 lines
2.4 KiB
C#
using Content.Server.Worldgen.Components;
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using Robust.Server.GameObjects;
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namespace Content.Server.Worldgen.Systems;
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/// <summary>
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/// This handles loading in objects based on distance from player, using some metadata on chunks.
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/// </summary>
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public sealed class LocalityLoaderSystem : BaseWorldSystem
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{
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[Dependency] private readonly TransformSystem _xformSys = default!;
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/// <inheritdoc />
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public override void Update(float frameTime)
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{
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var e = EntityQueryEnumerator<LocalityLoaderComponent, TransformComponent>();
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var loadedQuery = GetEntityQuery<LoadedChunkComponent>();
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var xformQuery = GetEntityQuery<TransformComponent>();
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var controllerQuery = GetEntityQuery<WorldControllerComponent>();
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while (e.MoveNext(out var uid, out var loadable, out var xform))
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{
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if (!controllerQuery.TryGetComponent(xform.MapUid, out var controller))
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{
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RaiseLocalEvent(uid, new LocalStructureLoadedEvent());
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RemCompDeferred<LocalityLoaderComponent>(uid);
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continue;
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}
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var coords = GetChunkCoords(uid, xform);
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var done = false;
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for (var i = -1; i < 2 && !done; i++)
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{
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for (var j = -1; j < 2 && !done; j++)
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{
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var chunk = GetOrCreateChunk(coords + (i, j), xform.MapUid!.Value, controller);
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if (!loadedQuery.TryGetComponent(chunk, out var loaded) || loaded.Loaders is null)
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continue;
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foreach (var loader in loaded.Loaders)
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{
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if (!xformQuery.TryGetComponent(loader, out var loaderXform))
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continue;
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if ((_xformSys.GetWorldPosition(loaderXform) - _xformSys.GetWorldPosition(xform)).Length > loadable.LoadingDistance)
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continue;
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RaiseLocalEvent(uid, new LocalStructureLoadedEvent());
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RemCompDeferred<LocalityLoaderComponent>(uid);
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done = true;
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break;
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}
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}
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}
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}
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}
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}
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/// <summary>
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/// A directed fired on a loadable entity when a local loader enters it's vicinity.
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/// </summary>
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public record struct LocalStructureLoadedEvent;
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