Revert "FTL Fixes (#39040)"

This reverts commit 52a9f9b576f5f75f4ad40c2b824b52bddf1e8825.
This commit is contained in:
slarticodefast 2025-11-22 23:36:03 +01:00 committed by BarryNorfolk
parent 4dc3688751
commit 21d9f97988
1 changed files with 14 additions and 10 deletions

View File

@ -803,7 +803,11 @@ public sealed partial class ShuttleSystem
while (iteration < FTLProximityIterations)
{
grids.Clear();
_mapManager.FindGridsIntersecting(mapId, targetAABB, ref grids);
// We pass in an expanded offset here so we can safely do a random offset later.
// We don't include this in the actual targetAABB because then we would be double-expanding it.
// Once in this loop, then again when placing the shuttle later.
// Note that targetAABB already has expansionAmount factored in already.
_mapManager.FindGridsIntersecting(mapId, targetAABB.Enlarged(maxOffset), ref grids);
foreach (var grid in grids)
{
@ -836,10 +840,6 @@ public sealed partial class ShuttleSystem
if (nearbyGrids.Contains(uid))
continue;
// We pass in an expanded offset here so we can safely do a random offset later.
// We don't include this in the actual targetAABB because then we would be double-expanding it.
// Once in this loop, then again when placing the shuttle later.
// Note that targetAABB already has expansionAmount factored in already.
targetAABB = targetAABB.Union(
_transform.GetWorldMatrix(uid)
.TransformBox(Comp<MapGridComponent>(uid).LocalAABB.Enlarged(expansionAmount)));
@ -859,7 +859,7 @@ public sealed partial class ShuttleSystem
// TODO: This should prefer the position's angle instead.
// TODO: This is pretty crude for multiple landings.
if (nearbyGrids.Count >= 1)
if (nearbyGrids.Count > 1 || !HasComp<MapComponent>(targetXform.GridUid))
{
// Pick a random angle
var offsetAngle = _random.NextAngle();
@ -868,9 +868,13 @@ public sealed partial class ShuttleSystem
var minRadius = MathF.Max(targetAABB.Width / 2f, targetAABB.Height / 2f);
spawnPos = targetAABB.Center + offsetAngle.RotateVec(new Vector2(_random.NextFloat(minRadius + minOffset, minRadius + maxOffset), 0f));
}
else if (shuttleBody != null)
{
(spawnPos, angle) = _transform.GetWorldPositionRotation(targetXform);
}
else
{
spawnPos = _transform.ToWorldPosition(targetCoordinates);
spawnPos = _transform.GetWorldPosition(targetXform);
}
var offset = Vector2.Zero;
@ -891,10 +895,10 @@ public sealed partial class ShuttleSystem
}
// Rotate our localcenter around so we spawn exactly where we "think" we should (center of grid on the dot).
var transform = new Transform(_transform.ToWorldPosition(xform.Coordinates), angle);
var adjustedOffset = Robust.Shared.Physics.Transform.Mul(transform, offset);
var transform = new Transform(spawnPos, angle);
spawnPos = Robust.Shared.Physics.Transform.Mul(transform, offset);
coordinates = new EntityCoordinates(targetXform.MapUid.Value, spawnPos + adjustedOffset);
coordinates = new EntityCoordinates(targetXform.MapUid.Value, spawnPos - offset);
return true;
}