From: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Date: Sat, 13 May 2023 15:42:37 +0000 (+1000) Subject: Fix salvage dungeon spawn offset + remove mining (#16379) X-Git-Url: https://git.smokeofanarchy.ru/gitweb.cgi?a=commitdiff_plain;h=8d03d25f273d067c23025ac2b5de0cbb60bb1983;p=space-station-14.git Fix salvage dungeon spawn offset + remove mining (#16379) --- diff --git a/Content.Server/Salvage/SalvageSystem.Expeditions.cs b/Content.Server/Salvage/SalvageSystem.Expeditions.cs index 2362331d3f..046f099002 100644 --- a/Content.Server/Salvage/SalvageSystem.Expeditions.cs +++ b/Content.Server/Salvage/SalvageSystem.Expeditions.cs @@ -232,6 +232,9 @@ public sealed partial class SalvageSystem if (configs.Count == 0) return; + // Temporarily removed coz it SUCKS + configs.Remove(SalvageMissionType.Mining); + for (var i = 0; i < MissionLimit; i++) { _random.Shuffle(configs); diff --git a/Content.Server/Salvage/SpawnSalvageMissionJob.cs b/Content.Server/Salvage/SpawnSalvageMissionJob.cs index 862e495614..2d27927b45 100644 --- a/Content.Server/Salvage/SpawnSalvageMissionJob.cs +++ b/Content.Server/Salvage/SpawnSalvageMissionJob.cs @@ -139,26 +139,19 @@ public sealed class SpawnSalvageMissionJob : Job _entManager.InitializeAndStartEntity(ftlUid); var landingPadRadius = 24; - var minDungeonOffset = landingPadRadius + 12; + var minDungeonOffset = landingPadRadius + 4; + // We'll use the dungeon rotation as the spawn angle var dungeonRotation = _dungeon.GetDungeonRotation(_missionParams.Seed); - var dungeonSpawnRotation = new Angle(random.NextDouble() * Math.Tau); - - // If the dungeon were to spawn facing the landing pad then bump the offset a bit - // This isn't robust but fine for now. - if (Math.Abs((dungeonRotation - dungeonSpawnRotation).Theta) < Math.PI / 2) - { - minDungeonOffset += 16; - } Dungeon dungeon = default!; if (config != SalvageMissionType.Mining) { - var maxDungeonOffset = minDungeonOffset + 24; + var maxDungeonOffset = minDungeonOffset + 12; var dungeonOffsetDistance = minDungeonOffset + (maxDungeonOffset - minDungeonOffset) * random.NextFloat(); - var dungeonOffset = new Vector2(dungeonOffsetDistance, 0f); - dungeonOffset = dungeonSpawnRotation.RotateVec(dungeonOffset); + var dungeonOffset = new Vector2(0f, dungeonOffsetDistance); + dungeonOffset = dungeonRotation.RotateVec(dungeonOffset); var dungeonMod = _prototypeManager.Index(mission.Dungeon); var dungeonConfig = _prototypeManager.Index(dungeonMod.Proto); dungeon =