Files
tbd-station-14/Content.Server/Worldgen/Systems/BaseWorldSystem.cs
Plykiya a87efd7d01 Replace xform.WorldPosition with xformSystem method for Setting/Getting (#30029)
* GET WORLD POSITON, ROTATION

* Missing parentheses

* ui system depndency

* the issue

* Unused

* Let the function do the transform

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Co-authored-by: plykiya <plykiya@protonmail.com>
2024-08-06 21:02:01 +10:00

61 lines
2.2 KiB
C#

using System.Numerics;
using Content.Server.Worldgen.Components;
using JetBrains.Annotations;
namespace Content.Server.Worldgen.Systems;
/// <summary>
/// This provides some additional functions for world generation systems.
/// Exists primarily for convenience and to avoid code duplication.
/// </summary>
[PublicAPI]
public abstract class BaseWorldSystem : EntitySystem
{
[Dependency] private readonly WorldControllerSystem _worldController = default!;
[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
/// <summary>
/// Gets a chunk's coordinates in chunk space as an integer value.
/// </summary>
/// <param name="ent"></param>
/// <param name="xform"></param>
/// <returns>Chunk space coordinates</returns>
[Pure]
public Vector2i GetChunkCoords(EntityUid ent, TransformComponent? xform = null)
{
if (!Resolve(ent, ref xform))
throw new Exception("Failed to resolve transform, somehow.");
return WorldGen.WorldToChunkCoords(_transformSystem.GetWorldPosition(xform)).Floored();
}
/// <summary>
/// Gets a chunk's coordinates in chunk space as a floating point value.
/// </summary>
/// <param name="ent"></param>
/// <param name="xform"></param>
/// <returns>Chunk space coordinates</returns>
[Pure]
public Vector2 GetFloatingChunkCoords(EntityUid ent, TransformComponent? xform = null)
{
if (!Resolve(ent, ref xform))
throw new Exception("Failed to resolve transform, somehow.");
return WorldGen.WorldToChunkCoords(_transformSystem.GetWorldPosition(xform));
}
/// <summary>
/// Attempts to get a chunk, creating it if it doesn't exist.
/// </summary>
/// <param name="chunk">Chunk coordinates to get the chunk entity for.</param>
/// <param name="map">Map the chunk is in.</param>
/// <param name="controller">The controller this chunk belongs to.</param>
/// <returns>A chunk, if available.</returns>
[Pure]
public EntityUid? GetOrCreateChunk(Vector2i chunk, EntityUid map, WorldControllerComponent? controller = null)
{
return _worldController.GetOrCreateChunk(chunk, map, controller);
}
}