Move spawning collections of EntitySpawnEntry out of StorageSystem, make Butcherable use it (#7305)

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
This commit is contained in:
mirrorcult
2022-03-28 09:58:13 -07:00
committed by GitHub
parent 2f9f626ea9
commit 2d610ebb52
24 changed files with 316 additions and 253 deletions

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@@ -1,5 +1,6 @@
using System.Collections.Generic;
using Content.Shared.Sound;
using Content.Shared.Storage;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
@@ -16,7 +17,7 @@ namespace Content.Server.Storage.Components
/// </summary>
/// <returns></returns>
[DataField("items", required: true)]
public List<EntitySpawnEntry> Items = new List<EntitySpawnEntry>();
public List<EntitySpawnEntry> Items = new();
/// <summary>
/// A sound to play when the items are spawned. For example, gift boxes being unwrapped.

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@@ -1,5 +1,6 @@
using System.Collections.Generic;
using Content.Server.Storage.EntitySystems;
using Content.Shared.Storage;
using Robust.Shared.Analyzers;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;

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@@ -1,59 +0,0 @@
using System;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.Manager;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Server.Storage
{
/// <summary>
/// Dictates a list of items that can be spawned.
/// </summary>
[Serializable]
[DataDefinition]
public struct EntitySpawnEntry : IPopulateDefaultValues
{
[DataField("id", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
public string PrototypeId;
/// <summary>
/// The probability that an item will spawn. Takes decimal form so 0.05 is 5%, 0.50 is 50% etc.
/// </summary>
[DataField("prob")]
public float SpawnProbability;
/// <summary>
/// orGroup signifies to pick between entities designated with an ID.
///
/// <example>
/// <para>To define an orGroup in a StorageFill component you
/// need to add it to the entities you want to choose between and
/// add a prob field. In this example there is a 50% chance the storage
/// spawns with Y or Z.
///
/// </para>
/// <code>
/// - type: StorageFill
/// contents:
/// - name: X
/// - name: Y
/// prob: 0.50
/// orGroup: YOrZ
/// - name: Z
/// orGroup: YOrZ
/// </code>
/// </example>
/// </summary>
[DataField("orGroup")]
public string? GroupId;
[DataField("amount")]
public int Amount;
public void PopulateDefaultValues()
{
Amount = 1;
SpawnProbability = 1;
}
}
}

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@@ -1,6 +1,7 @@
using Content.Server.Storage.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Interaction.Events;
using Content.Shared.Storage;
using Robust.Shared.Audio;
using Robust.Shared.Player;
using Robust.Shared.Random;
@@ -24,25 +25,13 @@ namespace Content.Server.Storage.EntitySystems
if (args.Handled)
return;
var alreadySpawnedGroups = new List<string>();
var coords = Transform(args.User).Coordinates;
var spawnEntities = EntitySpawnCollection.GetSpawns(component.Items, _random);
EntityUid? entityToPlaceInHands = null;
foreach (var storageItem in component.Items)
foreach (var proto in spawnEntities)
{
if (!string.IsNullOrEmpty(storageItem.GroupId) &&
alreadySpawnedGroups.Contains(storageItem.GroupId)) continue;
if (storageItem.SpawnProbability != 1f &&
!_random.Prob(storageItem.SpawnProbability))
{
continue;
}
for (var i = 0; i < storageItem.Amount; i++)
{
entityToPlaceInHands = EntityManager.SpawnEntity(storageItem.PrototypeId, EntityManager.GetComponent<TransformComponent>(args.User).Coordinates);
}
if (!string.IsNullOrEmpty(storageItem.GroupId)) alreadySpawnedGroups.Add(storageItem.GroupId);
entityToPlaceInHands = Spawn(proto, coords);
}
if (component.Sound != null)

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@@ -1,6 +1,7 @@
using Content.Server.Storage.Components;
using Robust.Shared.Random;
using System.Linq;
using Content.Shared.Storage;
namespace Content.Server.Storage.EntitySystems;
@@ -18,67 +19,15 @@ public sealed partial class StorageSystem
var coordinates = Transform(uid).Coordinates;
var orGroupedSpawns = new Dictionary<string, OrGroup>();
// collect groups together, create singular items that pass probability
foreach (var entry in component.Contents)
var spawnItems = EntitySpawnCollection.GetSpawns(component.Contents, _random);
foreach (var item in spawnItems)
{
// Handle "Or" groups
if (!string.IsNullOrEmpty(entry.GroupId))
{
if (!orGroupedSpawns.TryGetValue(entry.GroupId, out OrGroup? orGroup))
{
orGroup = new();
orGroupedSpawns.Add(entry.GroupId, orGroup);
}
orGroup.Entries.Add(entry);
orGroup.CumulativeProbability += entry.SpawnProbability;
continue;
}
var ent = EntityManager.SpawnEntity(item, coordinates);
// else
// Check random spawn
// ReSharper disable once CompareOfFloatsByEqualityOperator
if (entry.SpawnProbability != 1f && !_random.Prob(entry.SpawnProbability)) continue;
if (storage.Insert(ent)) continue;
for (var i = 0; i < entry.Amount; i++)
{
var ent = EntityManager.SpawnEntity(entry.PrototypeId, coordinates);
if (storage.Insert(ent)) continue;
Logger.ErrorS("storage", $"Tried to StorageFill {entry.PrototypeId} inside {uid} but can't.");
EntityManager.DeleteEntity(ent);
}
Logger.ErrorS("storage", $"Tried to StorageFill {item} inside {uid} but can't.");
EntityManager.DeleteEntity(ent);
}
// handle orgroup spawns
foreach (var spawnValue in orGroupedSpawns.Values)
{
// For each group use the added cumulative probability to roll a double in that range
double diceRoll = _random.NextDouble() * spawnValue.CumulativeProbability;
// Add the entry's spawn probability to this value, if equals or lower, spawn item, otherwise continue to next item.
double cumulative = 0.0;
foreach (var entry in spawnValue.Entries)
{
cumulative += entry.SpawnProbability;
if (diceRoll > cumulative) continue;
// Dice roll succeeded, spawn item and break loop
for (var index = 0; index < entry.Amount; index++)
{
var ent = EntityManager.SpawnEntity(entry.PrototypeId, coordinates);
if (storage.Insert(ent)) continue;
Logger.ErrorS("storage", $"Tried to StorageFill {entry.PrototypeId} inside {uid} but can't.");
EntityManager.DeleteEntity(ent);
}
break;
}
}
}
private sealed class OrGroup
{
public List<EntitySpawnEntry> Entries { get; set; } = new();
public float CumulativeProbability { get; set; } = 0f;
}
}