Gateway destinations (#21040)
* Gateway generation * Gateway stuff * gatewehs * mercenaries * play area * Range fixes and tweaks * weh * Gateway UI polish * Lots of fixes * Knock some items off * Fix dungeon spawning Realistically we should probably be using a salvage job. * wahwah * wehvs * expression * weh * eee * a * a * WEH * frfr * Gatwey * Fix gateway windows * Fix gateway windows * a * a * Better layer masking * a * a * Noise fixes * a * Fix fractal calculations * a * More fixes * Fixes * Add layers back in * Fixes * namespaces and ftl * Other TODO * Fix distance * Cleanup * Fix test
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@@ -196,7 +196,7 @@ public sealed class SpawnSalvageMissionJob : Job<bool>
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if (!lootProto.Guaranteed)
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continue;
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await SpawnDungeonLoot(dungeon, missionBiome, lootProto, mapUid, grid, random, reservedTiles);
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await SpawnDungeonLoot(lootProto, mapUid);
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}
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// Handle boss loot (when relevant).
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@@ -298,7 +298,7 @@ public sealed class SpawnSalvageMissionJob : Job<bool>
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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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private async Task SpawnDungeonLoot(SalvageLootPrototype loot, EntityUid gridUid)
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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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@@ -308,10 +308,9 @@ public sealed class SpawnSalvageMissionJob : Job<bool>
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{
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case BiomeMarkerLoot biomeLoot:
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{
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if (_entManager.TryGetComponent<BiomeComponent>(gridUid, out var biome) &&
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biomeLoot.Prototype.TryGetValue(biomeMod.ID, out var mod))
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if (_entManager.TryGetComponent<BiomeComponent>(gridUid, out var biome))
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{
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_biome.AddMarkerLayer(biome, mod);
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_biome.AddMarkerLayer(biome, biomeLoot.Prototype);
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}
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}
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break;
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