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:
@@ -1,6 +1,7 @@
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using Content.Server.Storage.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Storage;
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using Robust.Shared.Audio;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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@@ -24,25 +25,13 @@ namespace Content.Server.Storage.EntitySystems
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if (args.Handled)
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return;
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var alreadySpawnedGroups = new List<string>();
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var coords = Transform(args.User).Coordinates;
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var spawnEntities = EntitySpawnCollection.GetSpawns(component.Items, _random);
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EntityUid? entityToPlaceInHands = null;
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foreach (var storageItem in component.Items)
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foreach (var proto in spawnEntities)
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{
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if (!string.IsNullOrEmpty(storageItem.GroupId) &&
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alreadySpawnedGroups.Contains(storageItem.GroupId)) continue;
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if (storageItem.SpawnProbability != 1f &&
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!_random.Prob(storageItem.SpawnProbability))
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{
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continue;
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}
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for (var i = 0; i < storageItem.Amount; i++)
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{
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entityToPlaceInHands = EntityManager.SpawnEntity(storageItem.PrototypeId, EntityManager.GetComponent<TransformComponent>(args.User).Coordinates);
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}
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if (!string.IsNullOrEmpty(storageItem.GroupId)) alreadySpawnedGroups.Add(storageItem.GroupId);
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entityToPlaceInHands = Spawn(proto, coords);
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}
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if (component.Sound != null)
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@@ -1,6 +1,7 @@
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using Content.Server.Storage.Components;
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using Robust.Shared.Random;
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using System.Linq;
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using Content.Shared.Storage;
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namespace Content.Server.Storage.EntitySystems;
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@@ -18,67 +19,15 @@ public sealed partial class StorageSystem
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var coordinates = Transform(uid).Coordinates;
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var orGroupedSpawns = new Dictionary<string, OrGroup>();
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// collect groups together, create singular items that pass probability
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foreach (var entry in component.Contents)
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var spawnItems = EntitySpawnCollection.GetSpawns(component.Contents, _random);
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foreach (var item in spawnItems)
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{
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// Handle "Or" groups
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if (!string.IsNullOrEmpty(entry.GroupId))
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{
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if (!orGroupedSpawns.TryGetValue(entry.GroupId, out OrGroup? orGroup))
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{
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orGroup = new();
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orGroupedSpawns.Add(entry.GroupId, orGroup);
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}
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orGroup.Entries.Add(entry);
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orGroup.CumulativeProbability += entry.SpawnProbability;
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continue;
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}
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var ent = EntityManager.SpawnEntity(item, coordinates);
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// else
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// Check random spawn
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// ReSharper disable once CompareOfFloatsByEqualityOperator
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if (entry.SpawnProbability != 1f && !_random.Prob(entry.SpawnProbability)) continue;
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if (storage.Insert(ent)) continue;
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for (var i = 0; i < entry.Amount; i++)
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{
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var ent = EntityManager.SpawnEntity(entry.PrototypeId, coordinates);
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if (storage.Insert(ent)) continue;
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Logger.ErrorS("storage", $"Tried to StorageFill {entry.PrototypeId} inside {uid} but can't.");
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EntityManager.DeleteEntity(ent);
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}
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Logger.ErrorS("storage", $"Tried to StorageFill {item} inside {uid} but can't.");
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EntityManager.DeleteEntity(ent);
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}
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// handle orgroup spawns
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foreach (var spawnValue in orGroupedSpawns.Values)
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{
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// For each group use the added cumulative probability to roll a double in that range
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double diceRoll = _random.NextDouble() * spawnValue.CumulativeProbability;
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// Add the entry's spawn probability to this value, if equals or lower, spawn item, otherwise continue to next item.
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double cumulative = 0.0;
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foreach (var entry in spawnValue.Entries)
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{
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cumulative += entry.SpawnProbability;
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if (diceRoll > cumulative) continue;
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// Dice roll succeeded, spawn item and break loop
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for (var index = 0; index < entry.Amount; index++)
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{
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var ent = EntityManager.SpawnEntity(entry.PrototypeId, coordinates);
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if (storage.Insert(ent)) continue;
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Logger.ErrorS("storage", $"Tried to StorageFill {entry.PrototypeId} inside {uid} but can't.");
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EntityManager.DeleteEntity(ent);
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}
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break;
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}
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}
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}
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private sealed class OrGroup
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{
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public List<EntitySpawnEntry> Entries { get; set; } = new();
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public float CumulativeProbability { get; set; } = 0f;
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}
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}
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