(5a377a8ee) Unstable v0.9.1000.0
This commit is contained in:
@@ -118,13 +118,13 @@ namespace Barotrauma
|
||||
|
||||
private List<Level.InterestingPosition> GetAvailableSpawnPositions()
|
||||
{
|
||||
var availablePositions = Level.Loaded.PositionsOfInterest.FindAll(p => spawnPosType.HasFlag(p.PositionType) && !Level.Loaded.UsedPositions.Contains(p));
|
||||
var availablePositions = Level.Loaded.PositionsOfInterest.FindAll(p => spawnPosType.HasFlag(p.PositionType));
|
||||
var removals = new List<Level.InterestingPosition>();
|
||||
foreach (var position in availablePositions)
|
||||
{
|
||||
if (position.Submarine != null)
|
||||
{
|
||||
if (position.Submarine.ThalamusAI != null && position.Submarine.ThalamusAI.IsAlive)
|
||||
if (position.Submarine.WreckAI != null && position.Submarine.WreckAI.IsAlive)
|
||||
{
|
||||
removals.Add(position);
|
||||
}
|
||||
@@ -169,10 +169,6 @@ namespace Barotrauma
|
||||
if (Rand.Value(Rand.RandSync.Server) > prefab.SpawnProbability)
|
||||
{
|
||||
removedPositions.Add(position);
|
||||
if (prefab.AllowOnlyOnce)
|
||||
{
|
||||
Level.Loaded.UsedPositions.Add(position);
|
||||
}
|
||||
}
|
||||
}
|
||||
removedPositions.ForEach(p => availablePositions.Remove(p));
|
||||
@@ -237,17 +233,15 @@ namespace Barotrauma
|
||||
spawnPos = chosenPosition.Position.ToVector2();
|
||||
if (chosenPosition.Submarine != null || chosenPosition.Ruin != null)
|
||||
{
|
||||
var spawnPoint = WayPoint.GetRandom(SpawnType.Enemy, sub: chosenPosition.Submarine, useSyncedRand: false);
|
||||
if (spawnPoint != null)
|
||||
var spawnPoint = WayPoint.GetRandom(SpawnType.Enemy, sub: chosenPosition.Submarine, ruin: chosenPosition.Ruin, useSyncedRand: false);
|
||||
if (spawnPoint != null)
|
||||
{
|
||||
spawnPos = spawnPoint.WorldPosition;
|
||||
System.Diagnostics.Debug.Assert(spawnPoint.Submarine == chosenPosition.Submarine);
|
||||
System.Diagnostics.Debug.Assert(spawnPoint.ParentRuin == chosenPosition.Ruin);
|
||||
spawnPos = spawnPoint.WorldPosition;
|
||||
}
|
||||
}
|
||||
spawnPending = true;
|
||||
if (prefab.AllowOnlyOnce)
|
||||
{
|
||||
Level.Loaded.UsedPositions.Add(chosenPosition);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -276,11 +270,14 @@ namespace Barotrauma
|
||||
if (spawnPending)
|
||||
{
|
||||
//wait until there are no submarines at the spawnpos
|
||||
foreach (Submarine submarine in Submarine.Loaded)
|
||||
if (spawnPosType == Level.PositionType.MainPath)
|
||||
{
|
||||
if (submarine.Info.Type != SubmarineInfo.SubmarineType.Player) { continue; }
|
||||
float minDist = GetMinDistanceToSub(submarine);
|
||||
if (Vector2.DistanceSquared(submarine.WorldPosition, spawnPos.Value) < minDist * minDist) { return; }
|
||||
foreach (Submarine submarine in Submarine.Loaded)
|
||||
{
|
||||
if (submarine.Info.Type != SubmarineInfo.SubmarineType.Player) { continue; }
|
||||
float minDist = GetMinDistanceToSub(submarine);
|
||||
if (Vector2.DistanceSquared(submarine.WorldPosition, spawnPos.Value) < minDist * minDist) { return; }
|
||||
}
|
||||
}
|
||||
|
||||
//if spawning in a ruin/cave, wait for someone to be close to it to spawning
|
||||
|
||||
Reference in New Issue
Block a user