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Remove startup traversal entirely #5365
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fba2cc8
implement
n00kii c34994f
remove startup traversal
n00kii 4d0a51d
Merge branch 'temp' into spawn-attach-no-traverse
n00kii a55b4da
remove overrides
n00kii 988f3ff
Merge remote-tracking branch 'upstream/master' into spawn-attach-no-t…
n00kii 68cb5d2
change mapcoordinate-based spawning to check/reparent to grids
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This is going to be a massively breaking change and the corresponding spawn code needs to be adjusted to handle this.
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so if im understanding what each usecase for the different spawn functions are, here's how this should look like:
(1) base
Spawn
: spawn in nullspace(2)
Spawn
withMapCoordinates
overload: spawn on map, reparent to grid if overlap(3)
SpawnAttachedTo
: spawn with parent and position provided byEntitiyCoordinates
(4)
SpawnAtPosition
: same as (2) but transforms providedEntityCoordinates
toMapCoordinates
first(5)
TrySpawnInContainer
,SpawnInContainerOrDrop
,TrySpawnNextTo
,SpawnNextToOrDrop
: as their names implyignoring (1) since trivial case, and (5) since those functions are built up from (1..4). (2) and (4) just need to make sure they check for overlapping grids and reparent if one is found. is it fine to do have it implemented with the changes i've made to the
MapCoordinates
overload ofCreateEntityUninitialized
? (3) uses theEntityCoordinates
overload ofCreateEntityUninitialized
which doesn't check for grids so no need to worry about traversing in that caseThere was a problem hiding this comment.
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but now im confused because this is just making traversal implicitly built into certain spawn functions rather than relying on the system for it; is that what we want?