using System.Linq; using Content.Shared.EntityTable; using Content.Shared.EntityTable.EntitySelectors; using Content.Shared.Physics; using Robust.Shared.Map; using Robust.Shared.Map.Components; using Robust.Shared.Physics; using Robust.Shared.Random; namespace Content.Shared.EntityEffects.Effects.VariationPass; /// /// Used for spawning entities randomly dotted around the grid. /// /// public sealed partial class EntitySpawnVariationPassEntityEffectSystem : EntityEffectSystem { [Dependency] private SharedMapSystem _map = default!; [Dependency] private IRobustRandom _random = default!; [Dependency] private EntityLookupSystem _lookup = default!; [Dependency] private EntityTableSystem _tables = default!; protected override void Effect(Entity entity, ref EntityEffectEvent args) { var tiles = _map.GetAllTiles(entity, entity).ToList(); var totalTiles = tiles.Count(); var dirtyMod = _random.NextGaussian(args.Effect.TilesPerEntityAverage, args.Effect.TilesPerEntityStdDev); var trashTiles = Math.Max((int) (totalTiles * (1 / dirtyMod)), 0); for (var i = 0; i < trashTiles; i++) { if (TryFindRandomTile(entity, tiles, out var coords)) { var ents = _tables.GetSpawns(args.Effect.Table, _random); foreach (var spawn in ents) { SpawnAtPosition(spawn, coords); } } } } /// Attempts to find an empty tile 10 times, returns true if successful. private bool TryFindRandomTile(Entity grid, List tiles, out EntityCoordinates targetCoords) { targetCoords = EntityCoordinates.Invalid; for (var i = 0; i < 10; i++) { var tile = _random.Pick(tiles); var tileCoords = tile.GridIndices; if (CheckTileEntities(grid, tileCoords)) { targetCoords = _map.GridTileToLocal(grid, grid.Comp, tileCoords); return true; } } return false; } /// Returns false if the tile is occupied. private bool CheckTileEntities(Entity grid, Vector2i tileCoords) { var intersectingEntities = new HashSet(); _lookup.GetLocalEntitiesIntersecting(grid, tileCoords, intersectingEntities, -0.05f, LookupFlags.Uncontained); foreach (var ent in intersectingEntities) { if (TryComp(ent, out var fixtures)) { foreach (var fixture in fixtures.Fixtures.Values) { // Continue if no collision is possible if (!fixture.Hard || fixture.CollisionLayer <= 0 || (fixture.CollisionLayer & (int) CollisionGroup.Impassable) == 0) continue; return false; } } } return true; } } /// public sealed partial class EntitySpawnVariationPass : EntityEffectBase { /// /// Number of tiles before we spawn one entity on average. /// [DataField] public float TilesPerEntityAverage = 50f; /// /// Standard deviation for the randomness selection. /// [DataField] public float TilesPerEntityStdDev = 7f; /// /// Spawn table for each chosen location. /// [DataField(required: true)] public EntityTableSelector Table = default!; }