Expeditions rework (#18960)
This commit is contained in:
@@ -1,3 +1,4 @@
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using System.Collections;
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using System.Linq;
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using System.Numerics;
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using System.Threading;
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@@ -19,6 +20,7 @@ using Content.Shared.Parallax.Biomes;
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using Content.Shared.Physics;
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using Content.Shared.Procedural;
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using Content.Shared.Procedural.Loot;
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using Content.Shared.Random;
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using Content.Shared.Salvage;
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using Content.Shared.Salvage.Expeditions;
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using Content.Shared.Salvage.Expeditions.Modifiers;
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@@ -29,6 +31,7 @@ using Robust.Shared.Map.Components;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Server.Salvage;
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@@ -42,22 +45,23 @@ public sealed class SpawnSalvageMissionJob : Job<bool>
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private readonly BiomeSystem _biome;
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private readonly DungeonSystem _dungeon;
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private readonly MetaDataSystem _metaData;
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private readonly SalvageSystem _salvage;
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public readonly EntityUid Station;
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private readonly SalvageMissionParams _missionParams;
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private readonly ISawmill _sawmill;
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public SpawnSalvageMissionJob(
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double maxTime,
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IEntityManager entManager,
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IGameTiming timing,
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ILogManager logManager,
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IMapManager mapManager,
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IPrototypeManager protoManager,
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AnchorableSystem anchorable,
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BiomeSystem biome,
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DungeonSystem dungeon,
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MetaDataSystem metaData,
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SalvageSystem salvage,
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EntityUid station,
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SalvageMissionParams missionParams,
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CancellationToken cancellation = default) : base(maxTime, cancellation)
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@@ -70,15 +74,17 @@ public sealed class SpawnSalvageMissionJob : Job<bool>
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_biome = biome;
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_dungeon = dungeon;
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_metaData = metaData;
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_salvage = salvage;
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Station = station;
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_missionParams = missionParams;
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_sawmill = logManager.GetSawmill("salvage_job");
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#if !DEBUG
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_sawmill.Level = LogLevel.Info;
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#endif
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}
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protected override async Task<bool> Process()
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{
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Logger.DebugS("salvage", $"Spawning salvage mission with seed {_missionParams.Seed}");
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var config = _missionParams.MissionType;
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_sawmill.Debug("salvage", $"Spawning salvage mission with seed {_missionParams.Seed}");
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var mapId = _mapManager.CreateMap();
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var mapUid = _mapManager.GetMapEntityId(mapId);
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_mapManager.AddUninitializedMap(mapId);
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@@ -88,16 +94,17 @@ public sealed class SpawnSalvageMissionJob : Job<bool>
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// Setup mission configs
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// As we go through the config the rating will deplete so we'll go for most important to least important.
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var difficultyId = "Moderate";
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var difficultyProto = _prototypeManager.Index<SalvageDifficultyPrototype>(difficultyId);
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var mission = _entManager.System<SharedSalvageSystem>()
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.GetMission(_missionParams.MissionType, _missionParams.Difficulty, _missionParams.Seed);
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.GetMission(difficultyProto, _missionParams.Seed);
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var missionBiome = _prototypeManager.Index<SalvageBiomeMod>(mission.Biome);
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BiomeComponent? biome = null;
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var missionBiome = _prototypeManager.Index<SalvageBiomeModPrototype>(mission.Biome);
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if (missionBiome.BiomePrototype != null)
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{
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biome = _entManager.AddComponent<BiomeComponent>(mapUid);
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var biome = _entManager.AddComponent<BiomeComponent>(mapUid);
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var biomeSystem = _entManager.System<BiomeSystem>();
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biomeSystem.SetTemplate(biome, _prototypeManager.Index<BiomeTemplatePrototype>(missionBiome.BiomePrototype));
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biomeSystem.SetSeed(biome, mission.Seed);
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@@ -125,7 +132,7 @@ public sealed class SpawnSalvageMissionJob : Job<bool>
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{
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var lighting = _entManager.EnsureComponent<MapLightComponent>(mapUid);
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lighting.AmbientLightColor = mission.Color.Value;
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_entManager.Dirty(lighting);
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_entManager.Dirty(mapUid, lighting);
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}
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}
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@@ -137,8 +144,6 @@ public sealed class SpawnSalvageMissionJob : Job<bool>
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expedition.Station = Station;
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expedition.EndTime = _timing.CurTime + mission.Duration;
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expedition.MissionParams = _missionParams;
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expedition.Difficulty = _missionParams.Difficulty;
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expedition.Rewards = mission.Rewards;
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// Don't want consoles to have the incorrect name until refreshed.
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var ftlUid = _entManager.CreateEntityUninitialized("FTLPoint", new EntityCoordinates(mapUid, grid.TileSizeHalfVector));
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@@ -151,29 +156,23 @@ public sealed class SpawnSalvageMissionJob : Job<bool>
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// We'll use the dungeon rotation as the spawn angle
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var dungeonRotation = _dungeon.GetDungeonRotation(_missionParams.Seed);
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Dungeon dungeon = default!;
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var maxDungeonOffset = minDungeonOffset + 12;
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var dungeonOffsetDistance = minDungeonOffset + (maxDungeonOffset - minDungeonOffset) * random.NextFloat();
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var dungeonOffset = new Vector2(0f, dungeonOffsetDistance);
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dungeonOffset = dungeonRotation.RotateVec(dungeonOffset);
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var dungeonMod = _prototypeManager.Index<SalvageDungeonModPrototype>(mission.Dungeon);
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var dungeonConfig = _prototypeManager.Index<DungeonConfigPrototype>(dungeonMod.Proto);
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var dungeon = await WaitAsyncTask(_dungeon.GenerateDungeonAsync(dungeonConfig, mapUid, grid, (Vector2i) dungeonOffset,
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_missionParams.Seed));
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if (config != SalvageMissionType.Mining)
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// Aborty
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if (dungeon.Rooms.Count == 0)
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{
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var maxDungeonOffset = minDungeonOffset + 12;
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var dungeonOffsetDistance = minDungeonOffset + (maxDungeonOffset - minDungeonOffset) * random.NextFloat();
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var dungeonOffset = new Vector2(0f, dungeonOffsetDistance);
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dungeonOffset = dungeonRotation.RotateVec(dungeonOffset);
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var dungeonMod = _prototypeManager.Index<SalvageDungeonMod>(mission.Dungeon);
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var dungeonConfig = _prototypeManager.Index<DungeonConfigPrototype>(dungeonMod.Proto);
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dungeon =
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await WaitAsyncTask(_dungeon.GenerateDungeonAsync(dungeonConfig, mapUid, grid, (Vector2i) dungeonOffset,
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_missionParams.Seed));
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// Aborty
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if (dungeon.Rooms.Count == 0)
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{
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return false;
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}
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expedition.DungeonLocation = dungeonOffset;
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return false;
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}
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expedition.DungeonLocation = dungeonOffset;
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List<Vector2i> reservedTiles = new();
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foreach (var tile in grid.GetTilesIntersecting(new Circle(Vector2.Zero, landingPadRadius), false))
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@@ -184,24 +183,14 @@ public sealed class SpawnSalvageMissionJob : Job<bool>
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reservedTiles.Add(tile.GridIndices);
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}
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// Mission setup
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switch (config)
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{
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case SalvageMissionType.Mining:
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await SetupMining(mission, mapUid);
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break;
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case SalvageMissionType.Destruction:
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await SetupStructure(mission, dungeon, mapUid, grid, random);
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break;
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case SalvageMissionType.Elimination:
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await SetupElimination(mission, dungeon, mapUid, grid, random);
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break;
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default:
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throw new NotImplementedException();
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}
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var budgetEntries = new List<IBudgetEntry>();
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/*
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* GUARANTEED LOOT
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*/
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// Handle loot
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// We'll always add this loot if possible
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// mainly used for ore layers.
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foreach (var lootProto in _prototypeManager.EnumeratePrototypes<SalvageLootPrototype>())
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{
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if (!lootProto.Guaranteed)
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@@ -210,10 +199,104 @@ public sealed class SpawnSalvageMissionJob : Job<bool>
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await SpawnDungeonLoot(dungeon, missionBiome, lootProto, mapUid, grid, random, reservedTiles);
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}
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// Handle boss loot (when relevant).
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// Handle mob loot.
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// Handle remaining loot
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/*
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* MOB SPAWNS
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*/
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var mobBudget = difficultyProto.MobBudget;
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var faction = _prototypeManager.Index<SalvageFactionPrototype>(mission.Faction);
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var randomSystem = _entManager.System<RandomSystem>();
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foreach (var entry in faction.MobGroups)
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{
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budgetEntries.Add(entry);
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}
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var probSum = budgetEntries.Sum(x => x.Prob);
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while (mobBudget > 0f)
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{
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var entry = randomSystem.GetBudgetEntry(ref mobBudget, ref probSum, budgetEntries, random);
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if (entry == null)
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break;
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await SpawnRandomEntry(grid, entry, dungeon, random);
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}
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var allLoot = _prototypeManager.Index<SalvageLootPrototype>(SharedSalvageSystem.ExpeditionsLootProto);
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var lootBudget = difficultyProto.LootBudget;
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foreach (var rule in allLoot.LootRules)
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{
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switch (rule)
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{
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case RandomSpawnsLoot randomLoot:
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budgetEntries.Clear();
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foreach (var entry in randomLoot.Entries)
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{
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budgetEntries.Add(entry);
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}
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probSum = budgetEntries.Sum(x => x.Prob);
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while (lootBudget > 0f)
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{
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var entry = randomSystem.GetBudgetEntry(ref lootBudget, ref probSum, budgetEntries, random);
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if (entry == null)
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break;
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_sawmill.Debug($"Spawning dungeon loot {entry.Proto}");
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await SpawnRandomEntry(grid, entry, dungeon, random);
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}
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break;
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default:
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throw new NotImplementedException();
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}
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}
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return true;
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}
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private async Task SpawnDungeonLoot(Dungeon? dungeon, SalvageBiomeMod biomeMod, SalvageLootPrototype loot, EntityUid gridUid, MapGridComponent grid, Random random, List<Vector2i> reservedTiles)
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private async Task SpawnRandomEntry(MapGridComponent grid, IBudgetEntry entry, Dungeon dungeon, Random random)
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{
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await SuspendIfOutOfTime();
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var availableRooms = new ValueList<DungeonRoom>(dungeon.Rooms);
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var availableTiles = new List<Vector2i>();
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while (availableRooms.Count > 0)
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{
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availableTiles.Clear();
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var roomIndex = random.Next(availableRooms.Count);
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var room = availableRooms.RemoveSwap(roomIndex);
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availableTiles.AddRange(room.Tiles);
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while (availableTiles.Count > 0)
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{
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var tile = availableTiles.RemoveSwap(random.Next(availableTiles.Count));
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if (!_anchorable.TileFree(grid, tile, (int) CollisionGroup.MachineLayer,
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(int) CollisionGroup.MachineLayer))
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{
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continue;
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}
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_entManager.SpawnAtPosition(entry.Proto, grid.GridTileToLocal(tile));
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return;
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}
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}
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// oh noooooooooooo
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}
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private async Task SpawnDungeonLoot(Dungeon dungeon, SalvageBiomeModPrototype biomeMod, SalvageLootPrototype loot, EntityUid gridUid, MapGridComponent grid, Random random, List<Vector2i> reservedTiles)
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{
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for (var i = 0; i < loot.LootRules.Count; i++)
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{
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@@ -241,150 +324,4 @@ public sealed class SpawnSalvageMissionJob : Job<bool>
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}
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}
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}
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#region Mission Specific
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private async Task SetupMining(
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SalvageMission mission,
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EntityUid gridUid)
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{
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var faction = _prototypeManager.Index<SalvageFactionPrototype>(mission.Faction);
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if (_entManager.TryGetComponent<BiomeComponent>(gridUid, out var biome))
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{
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// TODO: Better
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for (var i = 0; i < _salvage.GetDifficulty(mission.Difficulty); i++)
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{
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_biome.AddMarkerLayer(biome, faction.Configs["Mining"]);
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}
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}
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}
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private async Task SetupStructure(
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SalvageMission mission,
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Dungeon dungeon,
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EntityUid gridUid,
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MapGridComponent grid,
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Random random)
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{
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var structureComp = _entManager.EnsureComponent<SalvageStructureExpeditionComponent>(gridUid);
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var availableRooms = dungeon.Rooms.ToList();
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var faction = _prototypeManager.Index<SalvageFactionPrototype>(mission.Faction);
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await SpawnMobsRandomRooms(mission, dungeon, faction, grid, random);
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var structureCount = _salvage.GetStructureCount(mission.Difficulty);
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var shaggy = faction.Configs["DefenseStructure"];
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var validSpawns = new List<Vector2i>();
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// Spawn the objectives
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for (var i = 0; i < structureCount; i++)
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{
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var structureRoom = availableRooms[random.Next(availableRooms.Count)];
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validSpawns.Clear();
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validSpawns.AddRange(structureRoom.Tiles);
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random.Shuffle(validSpawns);
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while (validSpawns.Count > 0)
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{
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var spawnTile = validSpawns[^1];
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validSpawns.RemoveAt(validSpawns.Count - 1);
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if (!_anchorable.TileFree(grid, spawnTile, (int) CollisionGroup.MachineLayer,
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(int) CollisionGroup.MachineLayer))
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{
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continue;
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}
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var spawnPosition = grid.GridTileToLocal(spawnTile);
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var uid = _entManager.SpawnEntity(shaggy, spawnPosition);
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_entManager.AddComponent<SalvageStructureComponent>(uid);
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structureComp.Structures.Add(uid);
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break;
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}
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}
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}
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private async Task SetupElimination(
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SalvageMission mission,
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Dungeon dungeon,
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EntityUid gridUid,
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MapGridComponent grid,
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Random random)
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{
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// spawn megafauna in a random place
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var roomIndex = random.Next(dungeon.Rooms.Count);
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var room = dungeon.Rooms[roomIndex];
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var tile = room.Tiles.ElementAt(random.Next(room.Tiles.Count));
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var position = grid.GridTileToLocal(tile);
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var faction = _prototypeManager.Index<SalvageFactionPrototype>(mission.Faction);
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var prototype = faction.Configs["Megafauna"];
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var uid = _entManager.SpawnEntity(prototype, position);
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// not removing ghost role since its 1 megafauna, expect that you won't be able to cheese it.
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var eliminationComp = _entManager.EnsureComponent<SalvageEliminationExpeditionComponent>(gridUid);
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eliminationComp.Megafauna.Add(uid);
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// spawn less mobs than usual since there's megafauna to deal with too
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await SpawnMobsRandomRooms(mission, dungeon, faction, grid, random, 0.5f);
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}
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private async Task SpawnMobsRandomRooms(SalvageMission mission, Dungeon dungeon, SalvageFactionPrototype faction, MapGridComponent grid, Random random, float scale = 1f)
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{
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// scale affects how many groups are spawned, not the size of the groups themselves
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var groupSpawns = _salvage.GetSpawnCount(mission.Difficulty) * scale;
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var groupSum = faction.MobGroups.Sum(o => o.Prob);
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var validSpawns = new List<Vector2i>();
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for (var i = 0; i < groupSpawns; i++)
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{
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var roll = random.NextFloat() * groupSum;
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var value = 0f;
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foreach (var group in faction.MobGroups)
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{
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value += group.Prob;
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if (value < roll)
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continue;
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var mobGroupIndex = random.Next(faction.MobGroups.Count);
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var mobGroup = faction.MobGroups[mobGroupIndex];
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var spawnRoomIndex = random.Next(dungeon.Rooms.Count);
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var spawnRoom = dungeon.Rooms[spawnRoomIndex];
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validSpawns.Clear();
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validSpawns.AddRange(spawnRoom.Tiles);
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random.Shuffle(validSpawns);
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foreach (var entry in EntitySpawnCollection.GetSpawns(mobGroup.Entries, random))
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{
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while (validSpawns.Count > 0)
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{
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var spawnTile = validSpawns[^1];
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validSpawns.RemoveAt(validSpawns.Count - 1);
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if (!_anchorable.TileFree(grid, spawnTile, (int) CollisionGroup.MachineLayer,
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(int) CollisionGroup.MachineLayer))
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{
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continue;
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}
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var spawnPosition = grid.GridTileToLocal(spawnTile);
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var uid = _entManager.CreateEntityUninitialized(entry, spawnPosition);
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_entManager.RemoveComponent<GhostTakeoverAvailableComponent>(uid);
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_entManager.RemoveComponent<GhostRoleComponent>(uid);
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_entManager.InitializeAndStartEntity(uid);
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break;
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}
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}
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await SuspendIfOutOfTime();
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break;
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}
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}
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}
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#endregion
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}
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