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* SpaceSpawnRule: generate around grid center, N try * handle non-positive MaxAttempts it'll just spawn on the arc at a random position, like it does now! * comment * fix use of indices in spawn point index list you absolute boob * MaxAttempts, clear before FindGridsIntersecting Co-authored-by: Pok27 <113675512+Pok27@users.noreply.github.com> * formattt --------- Co-authored-by: Pok27 <113675512+Pok27@users.noreply.github.com>
123 lines
5 KiB
C#
123 lines
5 KiB
C#
using System.Diagnostics;
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using System.Numerics;
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using Content.Server.StationEvents.Components;
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using Content.Shared.Antag;
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using Content.Shared.GameTicking.Components;
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using Content.Shared.Station.Components;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Utility;
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namespace Content.Server.StationEvents.Events;
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/// <summary>
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/// Station event component for spawning entities in space around a station.
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/// </summary>
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/// <remarks>
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/// Commonly used to spawn antags, like the space ninja.
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/// </remarks>
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/// <seealso cref="SpaceSpawnRuleComponent"/>
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public sealed partial class SpaceSpawnRule : StationEventSystem<SpaceSpawnRuleComponent>
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{
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[Dependency] private SharedMapSystem _map = default!;
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[Dependency] private SharedTransformSystem _transform = default!;
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[Dependency] private EntityQuery<MapGridComponent> _gridQuery;
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/// <summary>
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/// Tries to find a position to spawn in space around a given station.
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/// </summary>
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/// <remarks>
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/// Rough flow:
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/// Select an eligible station.
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/// Find the bounding box of the largest grid on the selected station.
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/// Pick a random starting angle ANG.
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/// Create a circle some distance from the bounding box extremities.
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/// Check points on that circle evenly spaced from ANG in a random order for nearby grids.
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/// If there are any nearby, continue to the next point.
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/// Otherwise, return that point.
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/// </remarks>
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protected override void Added(Entity<SpaceSpawnRuleComponent, GameRuleComponent> ent, ref GameRuleAddedEvent args)
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{
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base.Added(ent, ref args);
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var spaceSpawn = ent.Comp1;
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if (!Station.TryGetRandomStation<StationEventEligibleComponent>(out var station))
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{
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Sawmill.Warning($"No eligible stations, cannot pick location for {ToPrettyString(ent):rule}");
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ForceEndSelf((ent.Owner, ent.Comp2));
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return;
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}
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// find a station grid
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var gridUid = Station.GetLargestGrid(station.Value.Owner);
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if (gridUid == null || !_gridQuery.TryComp(gridUid, out var grid))
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{
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Sawmill.Warning($"Chosen station has no grids, cannot pick location for {ToPrettyString(ent):rule}");
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ForceEndSelf((ent.Owner, ent.Comp2));
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return;
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}
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Debug.Assert(spaceSpawn.MaxAttempts > 0, $"Rule {ToPrettyString(ent):rule} has a non-positive MaxAttempts value");
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var maxAttempts = int.Max(1, spaceSpawn.MaxAttempts);
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// figure out its AABB size and use that as a guide to how far the spawner should be
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var size = grid.LocalAABB.Size.Length() / 2;
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var distance = size + spaceSpawn.SpawnDistance;
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// Pick a random angle, find our angles per index (0-MaxAttempts).
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var angleOffset = RobustRandom.NextAngle();
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var arcPerIndex = Math.Tau / maxAttempts;
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var gridCenter = _transform.ToMapCoordinates(new EntityCoordinates(gridUid.Value, grid.LocalAABB.Center));
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List<int> list = new(maxAttempts);
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List<Entity<MapGridComponent>> grids = [];
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for (var i = 0; i < maxAttempts; i++)
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{
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list.Add(i);
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}
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var gridClearOffset = new Vector2(spaceSpawn.ClearDistance, spaceSpawn.ClearDistance);
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while (list.Count > 0)
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{
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var index = RobustRandom.Next(list.Count);
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var arcIndex = list[index];
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list.RemoveSwap(index);
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var arcAngle = angleOffset + arcPerIndex * arcIndex;
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// position relative to station center
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var spawnOffset = arcAngle.ToVec() * distance;
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var spawnLocation = gridCenter.Offset(spawnOffset);
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// Check area immediately around point for grids.
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var spawnBox = new Box2(spawnLocation.Position - gridClearOffset, spawnLocation.Position + gridClearOffset);
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grids.Clear();
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_map.FindGridsIntersecting(spawnLocation.MapId, spawnBox, ref grids, approx: true, includeMap: false);
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if (grids.Count > 0)
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continue;
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// TODO: raycast towards the grid's center (colliding only with grids - AFAIK not currently possible),
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// move towards the first collision, stopping SpawnDistance away.
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// create the spawner!
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spaceSpawn.Coords = spawnLocation;
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Sawmill.Info($"Picked location {spaceSpawn.Coords} for {ToPrettyString(ent.Owner):rule}");
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return;
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}
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// All points had grids nearby. Spawn at the first point and pray.
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spaceSpawn.Coords = new MapCoordinates(gridCenter.Position + angleOffset.ToVec() * distance, gridCenter.MapId);
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Sawmill.Warning($"All {maxAttempts} positions collided, spawning at {spaceSpawn.Coords} for {ToPrettyString(ent.Owner):rule}");
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}
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[SubscribeLocalEvent]
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private void OnSelectLocation(Entity<SpaceSpawnRuleComponent> ent, ref AntagSelectLocationEvent args)
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{
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if (ent.Comp.Coords is { } coords)
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args.Coordinates.Add(coords);
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}
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}
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