Fix station events that use update loops (#15834)

This commit is contained in:
Nemanja
2023-04-28 23:15:06 -04:00
committed by GitHub
parent f028b35ce2
commit 51506e3d30
6 changed files with 41 additions and 19 deletions

View File

@@ -16,13 +16,12 @@ namespace Content.Server.StationEvents.Events
base.Started(uid, component, gameRule, args);
var mod = Math.Sqrt(GetSeverityModifier());
component._waveCounter = (int) (RobustRandom.Next(component.MinimumWaves, component.MaximumWaves) * mod);
component.WaveCounter = (int) (RobustRandom.Next(component.MinimumWaves, component.MaximumWaves) * mod);
}
protected override void ActiveTick(EntityUid uid, MeteorSwarmRuleComponent component, GameRuleComponent gameRule, float frameTime)
{
base.ActiveTick(uid, component, gameRule, frameTime);
if (component._waveCounter <= 0)
if (component.WaveCounter <= 0)
{
ForceEndSelf(uid, gameRule);
return;
@@ -30,14 +29,14 @@ namespace Content.Server.StationEvents.Events
var mod = GetSeverityModifier();
component._cooldown -= frameTime;
component.Cooldown -= frameTime;
if (component._cooldown > 0f)
if (component.Cooldown > 0f)
return;
component._waveCounter--;
component.WaveCounter--;
component._cooldown += (component.MaximumCooldown - component.MinimumCooldown) * RobustRandom.NextFloat() / mod + component.MinimumCooldown;
component.Cooldown += (component.MaximumCooldown - component.MinimumCooldown) * RobustRandom.NextFloat() / mod + component.MinimumCooldown;
Box2? playableArea = null;
var mapId = GameTicker.DefaultMap;
@@ -64,7 +63,7 @@ namespace Content.Server.StationEvents.Events
var angle = new Angle(RobustRandom.NextFloat() * MathF.Tau);
var offset = angle.RotateVec(new Vector2((maximumDistance - minimumDistance) * RobustRandom.NextFloat() + minimumDistance, 0));
var spawnPosition = new MapCoordinates(center + offset, mapId);
var meteor = EntityManager.SpawnEntity("MeteorLarge", spawnPosition);
var meteor = Spawn("MeteorLarge", spawnPosition);
var physics = EntityManager.GetComponent<PhysicsComponent>(meteor);
_physics.SetBodyStatus(physics, BodyStatus.InAir);
_physics.SetLinearDamping(physics, 0f);