Buyables/AmmoBoxManager.cs

Component that manages spawning ammo box game objects from the active config. It ensures a singleton, creates non-saved, non-networked ammo box GameObjects at configured spots, loads a model, and orients boxes to lie flat on the floor while preserving yaw.

File Access
using System.Collections.Generic;
using System.Linq;
using Sandbox;

namespace NZombies;

/// <summary>
/// AMMO BOXES — builds the config's boxes into the world.
///
/// ⚠️ Deliberately the same shape as WunderfizzManager / PackAPunchManager / MysteryBoxManager /
/// DebrisManager: Ensure creates on demand, NotSaved keeps it out of the map, Rebuild is the single
/// entry point. A manager refreshed differently from its siblings is one more thing to remember at
/// every call site that puts a config into the world — and this project has already been bitten by
/// one that was.
/// </summary>
public sealed class AmmoBoxManager : Component
{
	public static AmmoBoxManager Instance { get; private set; }

	/// <summary>
	/// The real model — the BO6 large ammo crate, upstream's own choice (`ammo_box/shared.lua:18`).
	///
	/// ⚠️ WAS `models/dev/box.vmdl` while the mechanic was being built. Ported via Crowbar ->
	/// `qc_to_vmdl.py` -> `prop_vmt_to_vmat.py`; see
	/// `Tools/PROP_IMPORT_ammobox_tradetable.md` for the exact route and what it cost.
	/// </summary>
	public const string ModelPath = "models/moo/_codz_ports_props/t10/t10_zm_large_ammo_crate_01/moo_codz_t10_zm_large_ammo_crate_01.vmdl";



	protected override void OnAwake() => Instance = this;
	protected override void OnDestroy() { if ( Instance == this ) Instance = null; }

	public static AmmoBoxManager Ensure( Scene scene = null )
	{
		if ( Instance.IsValid() ) return Instance;

		scene ??= Game.ActiveScene;
		if ( !scene.IsValid() ) return null;

		var go = scene.CreateObject();
		go.Name = "Ammo Box Manager";
		go.Flags |= GameObjectFlags.NotSaved;
		return go.Components.Create<AmmoBoxManager>();
	}

	readonly List<GameObject> _built = new();

	/// <summary>How many are standing right now.</summary>
	public int Built => _built.Count( g => g.IsValid() );

	/// <summary>Destroy what is standing and build the config again.</summary>
	public void Rebuild()
	{
		foreach ( var g in _built ) g?.Destroy();
		_built.Clear();

		var list = ActiveConfig.Current?.AmmoBoxes;
		if ( list is null || list.Count == 0 ) return;

		foreach ( var spot in list )
			Build( spot );

		// ⚠️ Says how many are STANDING, not how many are configured. A model that fails to load
		// leaves a spot in the config and nothing in the world, and those two numbers disagreeing is
		// the cheapest way to see it.
		Log.Info( $"[nz] {Built} of {list.Count} ammo box(es) built" );
	}

	void Build( AmmoBoxSpot spot )
	{
		var go = Scene.CreateObject();
		go.Name = "Ammo Box";
		go.Flags |= GameObjectFlags.NotSaved;
		go.NetworkMode = NetworkMode.Never;   // ⛔ THIS MACHINE'S OWN — out of a joiner's snapshot, where it would stand frozen (NZNetListener)
		go.WorldPosition = spot.Position;

		// ⚠️ Yaw from the spot, tilt from the floor normal — so a box on a ramp sits on the ramp
		// rather than through it.
		go.WorldRotation = OnFloor( spot );

		var r = go.Components.Create<ModelRenderer>();
		r.Model = Model.Load( ModelPath );

		// ⛔ NO SCALING. `BoxSize` and the bounds arithmetic here are GONE with the placeholder: a
		// real prop is authored at the size it should be, and rescaling it to a number picked for a
		// dev cube is how you end up with a ammo box that is subtly the wrong shape and nobody can
		// say why.
		if ( r.Model is null )
			Log.Warning( $"[nz] ammo box model not found: {ModelPath} — nothing will draw" );


		var box = go.Components.Create<AmmoBox>();
		box.Spot = spot;

		_built.Add( go );
	}

	/// <summary>
	/// Face the spot's yaw while lying flat on its floor.
	///
	/// ⚠️ LIFTED FROM `WunderfizzManager.OnFloor`, deliberately identical. Projecting the heading
	/// onto the floor plane is what stops a sloped placement from tipping the object over, and two
	/// placeables aligning differently on the same ramp is a bug nobody would think to look for.
	/// </summary>
	static Rotation OnFloor( AmmoBoxSpot spot )
	{
		var up = spot.Normal.IsNearlyZero() ? Vector3.Up : spot.Normal.Normal;
		var heading = Rotation.FromYaw( spot.Yaw ).Forward;

		var forward = (heading - up * heading.Dot( up )).Normal;
		if ( forward.IsNearlyZero() )
			return Rotation.From( 0f, spot.Yaw, 0f );

		return Rotation.LookAt( forward, up );
	}
}