Salvage spawning adjustments and AABBs in prototypes (#10789)

This commit is contained in:
20kdc
2022-09-01 03:25:05 +01:00
committed by GitHub
parent 68ff34c538
commit b76f88ccc5
8 changed files with 149 additions and 44 deletions

View File

@@ -11,13 +11,25 @@ namespace Content.Server.Salvage
public sealed class SalvageMagnetComponent : Component
{
/// <summary>
/// Offset relative to magnet that salvage should spawn.
/// Keep in sync with marker sprite (if any???)
/// Offset relative to magnet used as centre of the placement circle.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("offset")]
public Vector2 Offset = Vector2.Zero; // TODO: Maybe specify a direction, and find the nearest edge of the magnets grid the salvage can fit at
/// <summary>
/// Minimum distance from the offset position that will be used as a salvage's spawnpoint.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("offsetRadiusMin")]
public float OffsetRadiusMin = 0f;
/// <summary>
/// Maximum distance from the offset position that will be used as a salvage's spawnpoint.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("offsetRadiusMax")]
public float OffsetRadiusMax = 0f;
/// <summary>
/// The entity attached to the magnet

View File

@@ -1,5 +1,6 @@
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
using Robust.Shared.Maths;
namespace Content.Server.Salvage
{
@@ -18,11 +19,11 @@ namespace Content.Server.Salvage
public ResourcePath MapPath { get; } = default!;
/// <summary>
/// Size *from 0,0* in units of the map (used to determine if it fits)
/// Map rectangle in world coordinates (to check if it fits)
/// </summary>
[ViewVariables]
[DataField("size", required: true)]
public float Size { get; } = 1.0f; // TODO: Find a way to figure out the size automatically
[DataField("bounds", required: true)]
public Box2 Bounds { get; } = Box2.UnitCentered;
/// <summary>
/// Name for admin use

View File

@@ -0,0 +1,70 @@
using Content.Server.Preferences.Managers;
using Content.Server.Administration;
using Content.Shared.Administration;
using Content.Shared.Preferences;
using Content.Shared.Roles;
using Robust.Server.GameObjects;
using Robust.Server.Player;
using Robust.Shared.Console;
using Robust.Shared.Map;
using Robust.Shared.IoC;
namespace Content.Server.Salvage;
[AdminCommand(AdminFlags.Admin)]
sealed class SalvageRulerCommand : IConsoleCommand
{
[Dependency] private readonly IEntityManager _entities = default!;
[Dependency] private readonly IMapManager _maps = default!;
public string Command => "salvageruler";
public string Description => Loc.GetString("salvage-ruler-command-description");
public string Help => Loc.GetString("salvage-ruler-command-help-text", ("command",Command));
public void Execute(IConsoleShell shell, string argStr, string[] args)
{
if (args.Length != 0)
{
shell.WriteError(Loc.GetString("shell-wrong-arguments-number"));
return;
}
if (shell.Player is not IPlayerSession player)
{
shell.WriteError(Loc.GetString("shell-only-players-can-run-this-command"));
return;
}
var entity = player.AttachedEntity;
if (entity == null)
{
shell.WriteError(Loc.GetString("shell-must-be-attached-to-entity"));
return;
}
var entityTransform = _entities.GetComponent<TransformComponent>(entity.Value);
var total = Box2.UnitCentered;
var first = true;
foreach (var mapGrid in _maps.GetAllMapGrids(entityTransform.MapID))
{
var aabb = mapGrid.WorldAABB;
if (first)
{
total = aabb;
}
else
{
total = total.ExtendToContain(aabb.TopLeft);
total = total.ExtendToContain(aabb.TopRight);
total = total.ExtendToContain(aabb.BottomLeft);
total = total.ExtendToContain(aabb.BottomRight);
}
first = false;
}
shell.WriteLine(total.ToString());
}
}

View File

@@ -37,6 +37,7 @@ namespace Content.Server.Salvage
private static readonly TimeSpan HoldTime = TimeSpan.FromMinutes(4);
private static readonly TimeSpan DetachingTime = TimeSpan.FromSeconds(30);
private static readonly TimeSpan CooldownTime = TimeSpan.FromMinutes(1);
private static readonly int SalvageLocationPlaceAttempts = 16;
// TODO: This is probably not compatible with multi-station
private readonly Dictionary<GridId, SalvageGridState> _salvageGridStates = new();
@@ -239,7 +240,6 @@ namespace Content.Server.Salvage
private bool SpawnSalvage(SalvageMagnetComponent component)
{
TryGetSalvagePlacementLocation(component, out var spl, out var spAngle);
SalvageMapPrototype? map = null;
var forcedSalvage = _configurationManager.GetCVar<string>(CCVars.SalvageForced);
List<SalvageMapPrototype> allSalvageMaps;
@@ -250,28 +250,40 @@ namespace Content.Server.Salvage
else
{
allSalvageMaps = new();
if (_prototypeManager.TryIndex<SalvageMapPrototype>(forcedSalvage, out map))
if (_prototypeManager.TryIndex<SalvageMapPrototype>(forcedSalvage, out var forcedMap))
{
allSalvageMaps.Add(map);
allSalvageMaps.Add(forcedMap);
}
else
{
Logger.ErrorS("c.s.salvage", $"Unable to get forced salvage map prototype {forcedSalvage}");
}
}
SalvageMapPrototype? map = null;
Vector2 spawnLocation = Vector2.Zero;
for (var i = 0; i < allSalvageMaps.Count; i++)
{
map = _random.PickAndTake(allSalvageMaps);
var box2 = Box2.CenteredAround(spl.Position, new Vector2(map.Size * 2.0f, map.Size * 2.0f));
var box2rot = new Box2Rotated(box2, spAngle, spl.Position);
// This doesn't stop it from spawning on top of random things in space
// Might be better like this, ghosts could stop it before
if (_mapManager.FindGridsIntersecting(spl.MapId, box2rot).Any())
SalvageMapPrototype attemptedMap = _random.PickAndTake(allSalvageMaps);
for (var attempt = 0; attempt < SalvageLocationPlaceAttempts; attempt++)
{
map = null;
var randomRadius = _random.NextFloat(component.OffsetRadiusMin, component.OffsetRadiusMax);
var randomOffset = _random.NextAngle().ToWorldVec() * randomRadius;
spawnLocation = spl.Position + randomOffset;
var box2 = Box2.CenteredAround(spawnLocation + attemptedMap.Bounds.Center, attemptedMap.Bounds.Size);
var box2rot = new Box2Rotated(box2, spAngle, spawnLocation);
// This doesn't stop it from spawning on top of random things in space
// Might be better like this, ghosts could stop it before
if (!_mapManager.FindGridsIntersecting(spl.MapId, box2rot).Any())
{
map = attemptedMap;
break;
}
}
else
if (map != null)
{
break;
}
@@ -285,7 +297,7 @@ namespace Content.Server.Salvage
var opts = new MapLoadOptions
{
Offset = spl.Position
Offset = spawnLocation
};
var (_, salvageEntityId) = _mapLoader.LoadGrid(spl.MapId, map.MapPath.ToString(), opts);