mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-10-01 16:47:26 +00:00
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
470 lines
17 KiB
C#
470 lines
17 KiB
C#
using System.Linq;
|
|
using System.Numerics;
|
|
using System.Threading.Tasks;
|
|
using Content.Server.Salvage.Magnet;
|
|
using Content.Shared.Mobs.Components;
|
|
using Content.Shared.Procedural;
|
|
using Content.Shared.Radio;
|
|
using Content.Shared.Salvage.Magnet;
|
|
using Robust.Shared.Exceptions;
|
|
using Robust.Shared.Map;
|
|
using Robust.Shared.Prototypes;
|
|
|
|
namespace Content.Server.Salvage;
|
|
|
|
public sealed partial class SalvageSystem
|
|
{
|
|
[Dependency] private readonly IRuntimeLog _runtimeLog = default!;
|
|
|
|
private static readonly ProtoId<RadioChannelPrototype> MagnetChannel = "Supply";
|
|
|
|
private EntityQuery<SalvageMobRestrictionsComponent> _salvMobQuery;
|
|
private EntityQuery<MobStateComponent> _mobStateQuery;
|
|
|
|
private List<(Entity<TransformComponent> Entity, EntityUid MapUid, Vector2 LocalPosition)> _detachEnts = new();
|
|
|
|
private void InitializeMagnet()
|
|
{
|
|
_salvMobQuery = GetEntityQuery<SalvageMobRestrictionsComponent>();
|
|
_mobStateQuery = GetEntityQuery<MobStateComponent>();
|
|
|
|
SubscribeLocalEvent<SalvageMagnetDataComponent, MapInitEvent>(OnMagnetDataMapInit);
|
|
|
|
SubscribeLocalEvent<SalvageMagnetTargetComponent, GridSplitEvent>(OnMagnetTargetSplit);
|
|
|
|
SubscribeLocalEvent<SalvageMagnetComponent, MagnetClaimOfferEvent>(OnMagnetClaim);
|
|
SubscribeLocalEvent<SalvageMagnetComponent, ComponentStartup>(OnMagnetStartup);
|
|
SubscribeLocalEvent<SalvageMagnetComponent, AnchorStateChangedEvent>(OnMagnetAnchored);
|
|
}
|
|
|
|
private void OnMagnetClaim(EntityUid uid, SalvageMagnetComponent component, ref MagnetClaimOfferEvent args)
|
|
{
|
|
var station = _station.GetOwningStation(uid);
|
|
|
|
if (!TryComp(station, out SalvageMagnetDataComponent? dataComp) ||
|
|
dataComp.EndTime != null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var index = args.Index;
|
|
var user = args.Actor; // DeltaV
|
|
async void TryTakeMagnetOffer()
|
|
{
|
|
try
|
|
{
|
|
await TakeMagnetOffer((station.Value, dataComp), index, (uid, component), user); // DeltaV: pass the user
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
_runtimeLog.LogException(e, $"{nameof(SalvageSystem)}.{nameof(TakeMagnetOffer)}");
|
|
}
|
|
}
|
|
TryTakeMagnetOffer();
|
|
}
|
|
|
|
private void OnMagnetStartup(EntityUid uid, SalvageMagnetComponent component, ComponentStartup args)
|
|
{
|
|
UpdateMagnetUI((uid, component), Transform(uid));
|
|
}
|
|
|
|
private void OnMagnetAnchored(EntityUid uid, SalvageMagnetComponent component, ref AnchorStateChangedEvent args)
|
|
{
|
|
if (!args.Anchored)
|
|
return;
|
|
|
|
UpdateMagnetUI((uid, component), args.Transform);
|
|
}
|
|
|
|
private void OnMagnetDataMapInit(EntityUid uid, SalvageMagnetDataComponent component, ref MapInitEvent args)
|
|
{
|
|
CreateMagnetOffers((uid, component));
|
|
}
|
|
|
|
private void OnMagnetTargetSplit(EntityUid uid, SalvageMagnetTargetComponent component, ref GridSplitEvent args)
|
|
{
|
|
// Don't think I'm not onto you people splitting to make new grids.
|
|
if (TryComp(component.DataTarget, out SalvageMagnetDataComponent? dataComp))
|
|
{
|
|
foreach (var gridUid in args.NewGrids)
|
|
{
|
|
dataComp.ActiveEntities?.Add(gridUid);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void UpdateMagnet()
|
|
{
|
|
var dataQuery = EntityQueryEnumerator<SalvageMagnetDataComponent>();
|
|
var curTime = _timing.CurTime;
|
|
|
|
while (dataQuery.MoveNext(out var uid, out var magnetData))
|
|
{
|
|
// Magnet currently active.
|
|
if (magnetData.EndTime != null)
|
|
{
|
|
if (magnetData.EndTime.Value < curTime)
|
|
{
|
|
EndMagnet((uid, magnetData));
|
|
}
|
|
else if (!magnetData.Announced && (magnetData.EndTime.Value - curTime).TotalSeconds < 59) //DeltaV: was 31 seconds. Increased to give time to actually fulton a crate out.
|
|
{
|
|
var magnet = GetMagnet((uid, magnetData));
|
|
|
|
if (magnet != null)
|
|
{
|
|
Report(magnet.Value.Owner, MagnetChannel,
|
|
"salvage-system-announcement-losing",
|
|
("timeLeft", (magnetData.EndTime.Value - curTime).Seconds));
|
|
}
|
|
|
|
magnetData.Announced = true;
|
|
}
|
|
}
|
|
if (magnetData.NextOffer < curTime)
|
|
{
|
|
CreateMagnetOffers((uid, magnetData));
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Ends the magnet attachment and deletes the relevant grids.
|
|
/// </summary>
|
|
private void EndMagnet(Entity<SalvageMagnetDataComponent> data)
|
|
{
|
|
if (data.Comp.ActiveEntities != null)
|
|
{
|
|
// Handle mobrestrictions getting deleted
|
|
var query = AllEntityQuery<SalvageMobRestrictionsComponent, MobStateComponent>();
|
|
|
|
while (query.MoveNext(out var salvUid, out var salvMob, out var salvMobState))
|
|
{
|
|
if (data.Comp.ActiveEntities.Contains(salvMob.LinkedEntity) && _mobState.IsAlive(salvUid, salvMobState))
|
|
{
|
|
QueueDel(salvUid);
|
|
}
|
|
}
|
|
|
|
// Uhh yeah don't delete mobs or whatever
|
|
var mobQuery = AllEntityQuery<MobStateComponent, TransformComponent>();
|
|
_detachEnts.Clear();
|
|
|
|
while (mobQuery.MoveNext(out var mobUid, out _, out var xform))
|
|
{
|
|
if (xform.GridUid == null || !data.Comp.ActiveEntities.Contains(xform.GridUid.Value) || xform.MapUid == null)
|
|
continue;
|
|
|
|
if (_salvMobQuery.HasComp(mobUid))
|
|
continue;
|
|
|
|
bool CheckParents(EntityUid uid)
|
|
{
|
|
do
|
|
{
|
|
uid = _transform.GetParentUid(uid);
|
|
if (_mobStateQuery.HasComp(uid))
|
|
return true;
|
|
} while (uid != xform.GridUid && uid != EntityUid.Invalid);
|
|
return false;
|
|
}
|
|
|
|
if (CheckParents(mobUid))
|
|
continue;
|
|
|
|
// Can't parent directly to map as it runs grid traversal.
|
|
_detachEnts.Add(((mobUid, xform), xform.MapUid.Value, _transform.GetWorldPosition(xform)));
|
|
_transform.DetachEntity(mobUid, xform);
|
|
}
|
|
|
|
// Go and cleanup the active ents.
|
|
foreach (var ent in data.Comp.ActiveEntities)
|
|
{
|
|
Del(ent);
|
|
}
|
|
|
|
foreach (var entity in _detachEnts)
|
|
{
|
|
_transform.SetCoordinates(entity.Entity.Owner, new EntityCoordinates(entity.MapUid, entity.LocalPosition));
|
|
}
|
|
|
|
data.Comp.ActiveEntities = null;
|
|
}
|
|
|
|
data.Comp.EndTime = null;
|
|
UpdateMagnetUIs(data);
|
|
}
|
|
|
|
private void CreateMagnetOffers(Entity<SalvageMagnetDataComponent> data)
|
|
{
|
|
data.Comp.Offered.Clear();
|
|
|
|
for (var i = 0; i < data.Comp.OfferCount; i++)
|
|
{
|
|
var seed = _random.Next();
|
|
|
|
// Fuck with the seed to mix wrecks and asteroids.
|
|
seed = (int) (seed / 10f) * 10;
|
|
|
|
|
|
if (i >= data.Comp.OfferCount / 2)
|
|
{
|
|
seed++;
|
|
}
|
|
|
|
|
|
data.Comp.Offered.Add(seed);
|
|
}
|
|
|
|
data.Comp.NextOffer = _timing.CurTime + data.Comp.OfferCooldown;
|
|
UpdateMagnetUIs(data);
|
|
}
|
|
|
|
// Just need something to announce.
|
|
private Entity<SalvageMagnetComponent>? GetMagnet(Entity<SalvageMagnetDataComponent> data)
|
|
{
|
|
var query = AllEntityQuery<SalvageMagnetComponent, TransformComponent>();
|
|
|
|
while (query.MoveNext(out var magnetUid, out var magnet, out var xform))
|
|
{
|
|
var stationUid = _station.GetOwningStation(magnetUid, xform);
|
|
|
|
if (stationUid != data.Owner)
|
|
continue;
|
|
|
|
return (magnetUid, magnet);
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
private void UpdateMagnetUI(Entity<SalvageMagnetComponent> entity, TransformComponent xform)
|
|
{
|
|
var station = _station.GetOwningStation(entity, xform);
|
|
|
|
if (!TryComp(station, out SalvageMagnetDataComponent? dataComp))
|
|
return;
|
|
|
|
_ui.SetUiState(entity.Owner, SalvageMagnetUiKey.Key,
|
|
new SalvageMagnetBoundUserInterfaceState(dataComp.Offered)
|
|
{
|
|
Cooldown = dataComp.OfferCooldown,
|
|
Duration = dataComp.ActiveTime,
|
|
EndTime = dataComp.EndTime,
|
|
NextOffer = dataComp.NextOffer,
|
|
ActiveSeed = dataComp.ActiveSeed,
|
|
});
|
|
}
|
|
|
|
private void UpdateMagnetUIs(Entity<SalvageMagnetDataComponent> data)
|
|
{
|
|
var query = AllEntityQuery<SalvageMagnetComponent, TransformComponent>();
|
|
|
|
while (query.MoveNext(out var magnetUid, out var magnet, out var xform))
|
|
{
|
|
var station = _station.GetOwningStation(magnetUid, xform);
|
|
|
|
if (station != data.Owner)
|
|
continue;
|
|
|
|
_ui.SetUiState(magnetUid, SalvageMagnetUiKey.Key,
|
|
new SalvageMagnetBoundUserInterfaceState(data.Comp.Offered)
|
|
{
|
|
Cooldown = data.Comp.OfferCooldown,
|
|
Duration = data.Comp.ActiveTime,
|
|
EndTime = data.Comp.EndTime,
|
|
NextOffer = data.Comp.NextOffer,
|
|
ActiveSeed = data.Comp.ActiveSeed,
|
|
});
|
|
}
|
|
}
|
|
|
|
private async Task TakeMagnetOffer(Entity<SalvageMagnetDataComponent> data, int index, Entity<SalvageMagnetComponent> magnet, EntityUid user) // DeltaV: add user param
|
|
{
|
|
var seed = data.Comp.Offered[index];
|
|
|
|
var offering = GetSalvageOffering(seed);
|
|
// Begin DeltaV Addition: make wrecks cost mining points to pull
|
|
if (offering.Cost > 0 && !(_points.TryFindIdCard(user) is {} idCard && _points.RemovePoints(idCard, offering.Cost)))
|
|
return;
|
|
// End DeltaV Addition
|
|
var salvMap = _mapSystem.CreateMap();
|
|
var salvMapXform = Transform(salvMap);
|
|
|
|
// Set values while awaiting asteroid dungeon if relevant so we can't double-take offers.
|
|
data.Comp.ActiveSeed = seed;
|
|
data.Comp.EndTime = _timing.CurTime + data.Comp.ActiveTime;
|
|
data.Comp.NextOffer = data.Comp.EndTime.Value;
|
|
UpdateMagnetUIs(data);
|
|
|
|
switch (offering)
|
|
{
|
|
case AsteroidOffering asteroid:
|
|
var grid = _mapManager.CreateGridEntity(salvMap);
|
|
await _dungeon.GenerateDungeonAsync(asteroid.DungeonConfig, grid.Owner, grid.Comp, Vector2i.Zero, seed);
|
|
break;
|
|
case DebrisOffering debris:
|
|
var debrisProto = _prototypeManager.Index<DungeonConfigPrototype>(debris.Id);
|
|
var debrisGrid = _mapManager.CreateGridEntity(salvMap);
|
|
await _dungeon.GenerateDungeonAsync(debrisProto, debrisGrid.Owner, debrisGrid.Comp, Vector2i.Zero, seed);
|
|
break;
|
|
case SalvageOffering wreck:
|
|
var salvageProto = wreck.SalvageMap;
|
|
|
|
if (!_loader.TryLoadGrid(salvMapXform.MapID, salvageProto.MapPath, out _))
|
|
{
|
|
Report(magnet, MagnetChannel, "salvage-system-announcement-spawn-debris-disintegrated");
|
|
_mapSystem.DeleteMap(salvMapXform.MapID);
|
|
return;
|
|
}
|
|
|
|
break;
|
|
default:
|
|
throw new ArgumentOutOfRangeException();
|
|
}
|
|
|
|
Box2? bounds = null;
|
|
|
|
if (salvMapXform.ChildCount == 0)
|
|
{
|
|
Report(magnet.Owner, MagnetChannel, "salvage-system-announcement-spawn-no-debris-available");
|
|
return;
|
|
}
|
|
|
|
var mapChildren = salvMapXform.ChildEnumerator;
|
|
|
|
while (mapChildren.MoveNext(out var mapChild))
|
|
{
|
|
// If something went awry in dungen.
|
|
if (!_gridQuery.TryGetComponent(mapChild, out var childGrid))
|
|
continue;
|
|
|
|
var childAABB = _transform.GetWorldMatrix(mapChild).TransformBox(childGrid.LocalAABB);
|
|
bounds = bounds?.Union(childAABB) ?? childAABB;
|
|
|
|
// Update mass scanner names as relevant.
|
|
if (offering is AsteroidOffering or DebrisOffering)
|
|
{
|
|
_metaData.SetEntityName(mapChild, Loc.GetString("salvage-asteroid-name"));
|
|
_gravity.EnableGravity(mapChild);
|
|
}
|
|
}
|
|
|
|
var magnetXform = _xformQuery.GetComponent(magnet.Owner);
|
|
var magnetGridUid = magnetXform.GridUid;
|
|
var attachedBounds = new Box2Rotated();
|
|
var mapId = MapId.Nullspace;
|
|
Angle worldAngle;
|
|
|
|
if (magnetGridUid != null)
|
|
{
|
|
var magnetGridXform = _xformQuery.GetComponent(magnetGridUid.Value);
|
|
var (gridPos, gridRot) = _transform.GetWorldPositionRotation(magnetGridXform);
|
|
var gridAABB = _gridQuery.GetComponent(magnetGridUid.Value).LocalAABB;
|
|
|
|
attachedBounds = new Box2Rotated(gridAABB.Translated(gridPos), gridRot, gridPos);
|
|
|
|
worldAngle = (gridRot + magnetXform.LocalRotation) - MathF.PI / 2;
|
|
mapId = magnetGridXform.MapID;
|
|
}
|
|
else
|
|
{
|
|
worldAngle = _random.NextAngle();
|
|
}
|
|
|
|
if (!TryGetSalvagePlacementLocation(magnet, mapId, attachedBounds, bounds!.Value, worldAngle, out var spawnLocation, out var spawnAngle))
|
|
{
|
|
Report(magnet.Owner, MagnetChannel, "salvage-system-announcement-spawn-no-debris-available");
|
|
_mapSystem.DeleteMap(salvMapXform.MapID);
|
|
return;
|
|
}
|
|
|
|
// I have no idea if we want to return on failure or not
|
|
// but I assume trying to set the parent with a null value wouldn't have worked out anyways
|
|
if (!_mapSystem.TryGetMap(spawnLocation.MapId, out var spawnUid))
|
|
return;
|
|
|
|
data.Comp.ActiveEntities = null;
|
|
mapChildren = salvMapXform.ChildEnumerator;
|
|
|
|
// It worked, move it into position and cleanup values.
|
|
while (mapChildren.MoveNext(out var mapChild))
|
|
{
|
|
var salvXForm = _xformQuery.GetComponent(mapChild);
|
|
var localPos = salvXForm.LocalPosition;
|
|
|
|
_transform.SetParent(mapChild, salvXForm, spawnUid.Value);
|
|
_transform.SetWorldPositionRotation(mapChild, spawnLocation.Position + localPos, spawnAngle, salvXForm);
|
|
|
|
data.Comp.ActiveEntities ??= new List<EntityUid>();
|
|
data.Comp.ActiveEntities?.Add(mapChild);
|
|
|
|
// Handle mob restrictions
|
|
var children = salvXForm.ChildEnumerator;
|
|
|
|
while (children.MoveNext(out var child))
|
|
{
|
|
if (!_salvMobQuery.TryGetComponent(child, out var salvMob))
|
|
continue;
|
|
|
|
salvMob.LinkedEntity = mapChild;
|
|
}
|
|
}
|
|
|
|
Report(magnet.Owner, MagnetChannel, "salvage-system-announcement-arrived", ("timeLeft", data.Comp.ActiveTime.TotalSeconds));
|
|
_mapSystem.DeleteMap(salvMapXform.MapID);
|
|
|
|
data.Comp.Announced = false;
|
|
|
|
var active = new SalvageMagnetActivatedEvent()
|
|
{
|
|
Magnet = magnet,
|
|
};
|
|
|
|
RaiseLocalEvent(ref active);
|
|
}
|
|
|
|
private bool TryGetSalvagePlacementLocation(Entity<SalvageMagnetComponent> magnet, MapId mapId, Box2Rotated attachedBounds, Box2 bounds, Angle worldAngle, out MapCoordinates coords, out Angle angle)
|
|
{
|
|
var attachedAABB = attachedBounds.CalcBoundingBox();
|
|
var magnetPos = _transform.GetWorldPosition(magnet) + worldAngle.ToVec() * bounds.MaxDimension;
|
|
var origin = attachedAABB.ClosestPoint(magnetPos);
|
|
var fraction = 0.50f;
|
|
|
|
// Thanks 20kdc
|
|
for (var i = 0; i < 20; i++)
|
|
{
|
|
var randomPos = origin +
|
|
worldAngle.ToVec() * (magnet.Comp.MagnetSpawnDistance * fraction) +
|
|
(worldAngle + Math.PI / 2).ToVec() * _random.NextFloat(-magnet.Comp.LateralOffset, magnet.Comp.LateralOffset);
|
|
var finalCoords = new MapCoordinates(randomPos, mapId);
|
|
|
|
angle = _random.NextAngle();
|
|
var box2 = Box2.CenteredAround(finalCoords.Position, bounds.Size);
|
|
var box2Rot = new Box2Rotated(box2, angle, finalCoords.Position);
|
|
|
|
// This doesn't stop it from spawning on top of random things in space
|
|
// Might be better like this, ghosts could stop it before
|
|
if (_mapManager.FindGridsIntersecting(finalCoords.MapId, box2Rot).Any())
|
|
{
|
|
// Bump it further and further just in case.
|
|
fraction += 0.1f;
|
|
continue;
|
|
}
|
|
|
|
coords = finalCoords;
|
|
return true;
|
|
}
|
|
|
|
angle = Angle.Zero;
|
|
coords = MapCoordinates.Nullspace;
|
|
return false;
|
|
}
|
|
}
|
|
|
|
[ByRefEvent]
|
|
public record struct SalvageMagnetActivatedEvent
|
|
{
|
|
public EntityUid Magnet;
|
|
}
|