mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-10-04 05:17:28 +00:00
* Replace the teleportation logic on the SCRAM implant!
Now instead of just trying to pick a random tile in range 20 times, the
scram teleportation logic now:
- Gets a list of grids in range
- Until a suitable tile is picked it picks a random grid
- From that grid it picks a random tile.
- If the tile is suitable, then it is set as the target and the user
will be teleported there.
- Grids and tiles are randomly picked as outlined above until a valid
tile is found, or all valid grids and tiles are exhausted.
- Should no suitable tile be found then they get teleported to the same
position they are at. Effectively not teleporting them.
* Actually make the defaults sane which I forgor in the last commit
* Extract tile section to its own function. Bias selection for current grid. Use proper coords for box.
* Address reviews as much as possible
* Address reviews
(cherry picked from commit 2ffd616c41)
21 lines
595 B
C#
21 lines
595 B
C#
using Content.Server.Implants;
|
|
using Robust.Shared.Audio;
|
|
|
|
namespace Content.Server.Implants.Components;
|
|
|
|
/// <summary>
|
|
/// Randomly teleports entity when triggered.
|
|
/// </summary>
|
|
[RegisterComponent]
|
|
public sealed partial class ScramImplantComponent : Component
|
|
{
|
|
/// <summary>
|
|
/// Up to how far to teleport the user
|
|
/// </summary>
|
|
[DataField, ViewVariables(VVAccess.ReadWrite)]
|
|
public float TeleportRadius = 100f;
|
|
|
|
[DataField, ViewVariables(VVAccess.ReadWrite)]
|
|
public SoundSpecifier TeleportSound = new SoundPathSpecifier("/Audio/Effects/teleport_arrival.ogg");
|
|
}
|