CatStation/Content.Server/Spawners/EntitySystems/ConditionalSpawnerSystem.cs
MilenVolf bbe57ec6e0
Bugfix: Fix inverted prototypes spawn chance in ConditionalSpawnerSystem (#44912)
Fix inverted chance for default protos spawn

Co-authored-by: Connor Huffine <chuffine@gmail.com>
2026-07-29 08:49:58 +00:00

224 lines
7.3 KiB
C#

using Content.Server.GameTicking;
using Content.Server.Spawners.Components;
using Content.Server.Stack;
using Content.Shared.EntityTable;
using Content.Shared.GameTicking.Components;
using Content.Shared.Stacks;
using Robust.Server.GameObjects;
using Robust.Shared.Collections;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server.Spawners.EntitySystems;
// TODO: This whole system is a mess. A lot of this should be marked obsolete.
// TODO: It should probably use interfaces with entity tables *if* more than one component is needed.
// TODO: Remove the TransformSystem Dependency when engine SpawnAtPosition EntityCoordinates override is fixed.
public sealed partial class ConditionalSpawnerSystem : EntitySystem
{
[Dependency] private IRobustRandom _robustRandom = default!;
[Dependency] private GameTicker _ticker = default!;
[Dependency] private EntityTableSystem _entityTable = default!;
[Dependency] private StackSystem _stack = default!;
[Dependency] private TransformSystem _xform = default!;
[SubscribeLocalEvent]
private void OnCondSpawnMapInit(Entity<ConditionalSpawnerComponent> ent, ref MapInitEvent args)
{
TrySpawn(ent, ent);
}
[SubscribeLocalEvent]
private void OnRandSpawnMapInit(Entity<RandomSpawnerComponent> ent, ref MapInitEvent args)
{
Spawn(ent, ent);
if (ent.Comp.DeleteSpawnerAfterSpawn)
QueueDel(ent);
}
[SubscribeLocalEvent]
private void OnEntityTableSpawnMapInit(Entity<EntityTableSpawnerComponent> ent, ref MapInitEvent args)
{
Spawn(ent);
if (ent.Comp.DeleteSpawnerAfterSpawn && !TerminatingOrDeleted(ent) && Exists(ent))
QueueDel(ent);
}
[SubscribeLocalEvent]
private void OnRuleStarted(ref GameRuleStartedEvent args)
{
var query = EntityQueryEnumerator<ConditionalSpawnerComponent>();
while (query.MoveNext(out var uid, out var spawner))
{
RuleStarted(uid, spawner, args);
}
}
public void RuleStarted(EntityUid uid, ConditionalSpawnerComponent component, GameRuleStartedEvent obj)
{
if (component.GameRules.Contains(obj.RuleId))
Spawn(uid, component);
}
private void TrySpawn(EntityUid uid, ConditionalSpawnerComponent component)
{
if (component.GameRules.Count == 0)
{
Spawn(uid, component);
return;
}
foreach (var rule in component.GameRules)
{
if (!_ticker.IsGameRuleActive(rule))
continue;
Spawn(uid, component);
return;
}
}
private void Spawn(EntityUid uid, ConditionalSpawnerComponent component)
{
if (component.Chance != 1.0f && !_robustRandom.Prob(component.Chance))
return;
if (component.Prototypes.Count == 0)
{
Log.Warning($"Prototype list in ConditionalSpawnComponent is empty! Entity: {ToPrettyString(uid)}");
return;
}
if (Deleted(uid))
return;
var xform = Transform(uid);
var coords = _xform.GetMapCoordinates(uid, xform);
var rotation = _xform.GetWorldRotation(xform);
var toSpawn = _robustRandom.Pick(component.Prototypes);
Spawn(toSpawn, coords, rotation: rotation);
}
private void Spawn(EntityUid uid, RandomSpawnerComponent component)
{
if (Deleted(uid))
return;
if (GetPrototype((uid, component)) is not { } proto)
return;
var xform = Transform(uid);
var coords = _xform.GetMapCoordinates(uid, xform);
var coordinates = GetRandomOffset(coords, component.Offset);
var rotation = _xform.GetWorldRotation(xform);
Spawn(_robustRandom.Pick(component.Prototypes), coordinates, rotation: rotation);
}
private void Spawn(Entity<EntityTableSpawnerComponent> ent)
{
if (TerminatingOrDeleted(ent) || !Exists(ent))
return;
var xform = Transform(ent);
var coords = _xform.GetMapCoordinates(ent, xform);
var rotation = _xform.GetWorldRotation(xform);
EntityTableSpawnerComponent comp = ent;
var spawns = _entityTable.GetSpawns(comp.Table);
if (comp.AutoStack)
{
SpawnStackedWhenPossible(spawns, ent, coords, comp.Offset, rotation);
}
else
{
SpawnAtRandomOffset(spawns, coords, comp.Offset, rotation);
}
}
private void SpawnStackedWhenPossible(IEnumerable<EntProtoId> spawns,
Entity<EntityTableSpawnerComponent> ent,
MapCoordinates coords,
float offset,
Angle rotation)
{
Dictionary<ProtoId<StackPrototype>, (EntProtoId Proto, int Count)> prototypeStacks = new();
ValueList<EntProtoId> nonStackable = [];
foreach (var protoId in spawns)
{
var prototype = ProtoMan.Index(protoId);
if (!prototype.TryComp<StackComponent>(out var stack, Factory))
{
nonStackable.Add(protoId);
continue;
}
prototypeStacks[stack.StackTypeId] = prototypeStacks.TryGetValue(stack.StackTypeId, out var found)
? (protoId, found.Count + 1)
: (protoId, 1);
}
SpawnAtRandomOffset(nonStackable, coords, offset, rotation);
foreach (var (protoId, count) in prototypeStacks.Values)
{
var trueCoords = GetRandomOffset(coords, offset);
var entCoordinates = _xform.ToCoordinates((ent, null), trueCoords);
_stack.SpawnMultipleAtPosition(protoId, count, entCoordinates);
}
}
private void SpawnAtRandomOffset(IEnumerable<EntProtoId> spawns, MapCoordinates coords, float offset, Angle rotation)
{
foreach (var proto in spawns)
{
SpawnAtRandomOffset(proto, coords, offset, rotation);
}
}
private EntityUid SpawnAtRandomOffset(EntProtoId proto, MapCoordinates coords, float offset, Angle rotation)
{
var trueCoords = GetRandomOffset(coords, offset);
return Spawn(proto, trueCoords, rotation: rotation);
}
private EntProtoId? GetPrototype(Entity<RandomSpawnerComponent> spawner)
{
if (GetPrototypes(spawner) is not { } list)
return null;
return _robustRandom.Pick(list);
}
private List<EntProtoId>? GetPrototypes(Entity<RandomSpawnerComponent> spawner)
{
// ReSharper disable once CompareOfFloatsByEqualityOperator
if (spawner.Comp.RarePrototypes.Count > 0 &&
(spawner.Comp.RareChance == 1.0f || _robustRandom.Prob(spawner.Comp.RareChance)))
{
return spawner.Comp.RarePrototypes;
}
if (spawner.Comp.Prototypes.Count == 0)
{
Log.Warning($"Prototype list in RandomSpawnerComponent is empty! Entity: {ToPrettyString(spawner)}");
return null;
}
// ReSharper disable once CompareOfFloatsByEqualityOperator
if (spawner.Comp.Chance == 1.0f || _robustRandom.Prob(spawner.Comp.Chance))
{
return spawner.Comp.Prototypes;
}
return null;
}
private MapCoordinates GetRandomOffset(MapCoordinates coords, float offset)
{
var vOffset = _robustRandom.NextVector2Box(offset, offset);
return coords.Offset(vOffset);
}
}