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
This commit is contained in:
metalgearsloth
2023-11-15 13:23:40 +11:00
committed by GitHub
parent 67a3c3a6a3
commit 816ee2e1ab
51 changed files with 1562 additions and 959 deletions

View File

@@ -131,7 +131,7 @@ public abstract class SharedPortalSystem : EntitySystem
// if target is a portal, signal that they shouldn't be immediately portaled back
var timeout = EnsureComp<PortalTimeoutComponent>(subject);
timeout.EnteredPortal = uid;
Dirty(timeout);
Dirty(subject, timeout);
}
TeleportEntity(uid, subject, Transform(target).Coordinates, target);
@@ -142,7 +142,8 @@ public abstract class SharedPortalSystem : EntitySystem
return;
// no linked entity--teleport randomly
TeleportRandomly(uid, subject, component);
if (component.RandomTeleport)
TeleportRandomly(uid, subject, component);
}
private void OnEndCollide(EntityUid uid, PortalComponent component, ref EndCollideEvent args)