Salvage expeditions (#12745)
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@@ -110,13 +110,11 @@ public sealed partial class DungeonJob
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var rooms = new List<DungeonRoom>(dungeon.Rooms);
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var roomTiles = new List<Vector2i>();
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var tileData = new Tile(_tileDefManager[gen.Tile].TileId);
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var count = gen.Count;
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while (count > 0 && rooms.Count > 0)
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for (var i = 0; i < gen.Count; i++)
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{
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var roomIndex = random.Next(rooms.Count);
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var room = rooms[roomIndex];
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rooms.RemoveAt(roomIndex);
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// Move out 3 tiles in a direction away from center of the room
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// If none of those intersect another tile it's probably external
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@@ -126,12 +124,6 @@ public sealed partial class DungeonJob
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foreach (var tile in roomTiles)
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{
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// Check the interior node is at least accessible?
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// Can't do anchored because it might be a locker or something.
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// TODO: Better collision mask check
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if (_lookup.GetEntitiesIntersecting(gridUid, tile, LookupFlags.Dynamic | LookupFlags.Static).Any())
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continue;
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var direction = (tile - room.Center).ToAngle().GetCardinalDir().ToAngle().ToVec();
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var isValid = true;
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@@ -163,8 +155,6 @@ public sealed partial class DungeonJob
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_entManager.SpawnEntity(ent, gridCoords);
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}
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count--;
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// Clear out any biome tiles nearby to avoid blocking it
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foreach (var nearTile in grid.GetTilesIntersecting(new Circle(gridCoords.Position, 1.5f), false))
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{
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