Salvage expeditions (#12745)
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@@ -1,11 +1,10 @@
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using System.Diagnostics.CodeAnalysis;
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using Content.Shared.Maps;
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using Robust.Shared.GameStates;
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using Content.Shared.Parallax.Biomes.Layers;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Noise;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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namespace Content.Shared.Parallax.Biomes;
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@@ -72,7 +71,7 @@ public abstract class SharedBiomeSystem : EntitySystem
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throw new ArgumentOutOfRangeException();
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}
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public bool TryGetBiomeTile(EntityUid uid, MapGridComponent grid, FastNoiseLite noise, Vector2i indices, [NotNullWhen(true)] out Tile? tile)
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public bool TryGetBiomeTile(EntityUid uid, MapGridComponent grid, Vector2i indices, [NotNullWhen(true)] out Tile? tile)
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{
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if (grid.TryGetTileRef(indices, out var tileRef) && !tileRef.Tile.IsEmpty)
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{
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@@ -86,14 +85,13 @@ public abstract class SharedBiomeSystem : EntitySystem
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return false;
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}
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return TryGetBiomeTile(indices, ProtoManager.Index<BiomePrototype>(biome.BiomePrototype),
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biome.Noise, grid, out tile);
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return TryGetBiomeTile(indices, biome.Layers, biome.Noise, grid, out tile);
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}
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/// <summary>
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/// Tries to get the tile, real or otherwise, for the specified indices.
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/// </summary>
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public bool TryGetBiomeTile(Vector2i indices, BiomePrototype prototype, FastNoiseLite noise, MapGridComponent? grid, [NotNullWhen(true)] out Tile? tile)
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public bool TryGetBiomeTile(Vector2i indices, List<IBiomeLayer> layers, FastNoiseLite noise, MapGridComponent? grid, [NotNullWhen(true)] out Tile? tile)
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{
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if (grid?.TryGetTileRef(indices, out var tileRef) == true && !tileRef.Tile.IsEmpty)
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{
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@@ -103,16 +101,16 @@ public abstract class SharedBiomeSystem : EntitySystem
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var oldSeed = noise.GetSeed();
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for (var i = prototype.Layers.Count - 1; i >= 0; i--)
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for (var i = layers.Count - 1; i >= 0; i--)
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{
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var layer = prototype.Layers[i];
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var layer = layers[i];
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if (layer is not BiomeTileLayer tileLayer)
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continue;
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SetNoise(noise, oldSeed, layer.Noise);
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if (TryGetTile(indices, noise, tileLayer.Threshold, ProtoManager.Index<ContentTileDefinition>(tileLayer.Tile), tileLayer.Variants, out tile))
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if (TryGetTile(indices, noise, tileLayer.Invert, tileLayer.Threshold, ProtoManager.Index<ContentTileDefinition>(tileLayer.Tile), tileLayer.Variants, out tile))
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{
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noise.SetSeed(oldSeed);
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return true;
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@@ -127,9 +125,10 @@ public abstract class SharedBiomeSystem : EntitySystem
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/// <summary>
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/// Gets the underlying biome tile, ignoring any existing tile that may be there.
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/// </summary>
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private bool TryGetTile(Vector2i indices, FastNoiseLite seed, float threshold, ContentTileDefinition tileDef, List<byte>? variants, [NotNullWhen(true)] out Tile? tile)
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private bool TryGetTile(Vector2i indices, FastNoiseLite seed, bool invert, float threshold, ContentTileDefinition tileDef, List<byte>? variants, [NotNullWhen(true)] out Tile? tile)
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{
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var found = seed.GetNoise(indices.X, indices.Y);
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found = invert ? found * -1 : found;
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if (found < threshold)
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{
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@@ -159,10 +158,10 @@ public abstract class SharedBiomeSystem : EntitySystem
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/// <summary>
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/// Tries to get the relevant entity for this tile.
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/// </summary>
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protected bool TryGetEntity(Vector2i indices, BiomePrototype prototype, FastNoiseLite noise, MapGridComponent grid,
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protected bool TryGetEntity(Vector2i indices, List<IBiomeLayer> layers, FastNoiseLite noise, MapGridComponent grid,
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[NotNullWhen(true)] out string? entity)
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{
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if (!TryGetBiomeTile(indices, prototype, noise, grid, out var tileRef))
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if (!TryGetBiomeTile(indices, layers, noise, grid, out var tileRef))
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{
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entity = null;
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return false;
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@@ -171,13 +170,15 @@ public abstract class SharedBiomeSystem : EntitySystem
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var tileId = TileDefManager[tileRef.Value.TypeId].ID;
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var oldSeed = noise.GetSeed();
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for (var i = prototype.Layers.Count - 1; i >= 0; i--)
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for (var i = layers.Count - 1; i >= 0; i--)
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{
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var layer = prototype.Layers[i];
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var layer = layers[i];
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// Decals might block entity so need to check if there's one in front of us.
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switch (layer)
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{
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case BiomeDummyLayer:
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continue;
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case IBiomeWorldLayer worldLayer:
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if (!worldLayer.AllowedTiles.Contains(tileId))
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continue;
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@@ -188,7 +189,9 @@ public abstract class SharedBiomeSystem : EntitySystem
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}
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SetNoise(noise, oldSeed, layer.Noise);
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var invert = layer.Invert;
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var value = noise.GetNoise(indices.X, indices.Y);
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value = invert ? value * -1 : value;
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if (value < layer.Threshold)
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{
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@@ -215,10 +218,10 @@ public abstract class SharedBiomeSystem : EntitySystem
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/// <summary>
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/// Tries to get the relevant decals for this tile.
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/// </summary>
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public bool TryGetDecals(Vector2i indices, BiomePrototype prototype, FastNoiseLite noise, MapGridComponent grid,
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public bool TryGetDecals(Vector2i indices, List<IBiomeLayer> layers, FastNoiseLite noise, MapGridComponent grid,
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[NotNullWhen(true)] out List<(string ID, Vector2 Position)>? decals)
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{
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if (!TryGetBiomeTile(indices, prototype, noise, grid, out var tileRef))
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if (!TryGetBiomeTile(indices, layers, noise, grid, out var tileRef))
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{
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decals = null;
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return false;
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@@ -227,13 +230,15 @@ public abstract class SharedBiomeSystem : EntitySystem
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var tileId = TileDefManager[tileRef.Value.TypeId].ID;
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var oldSeed = noise.GetSeed();
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for (var i = prototype.Layers.Count - 1; i >= 0; i--)
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for (var i = layers.Count - 1; i >= 0; i--)
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{
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var layer = prototype.Layers[i];
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var layer = layers[i];
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// Entities might block decal so need to check if there's one in front of us.
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switch (layer)
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{
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case BiomeDummyLayer:
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continue;
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case IBiomeWorldLayer worldLayer:
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if (!worldLayer.AllowedTiles.Contains(tileId))
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continue;
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@@ -244,11 +249,15 @@ public abstract class SharedBiomeSystem : EntitySystem
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}
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SetNoise(noise, oldSeed, layer.Noise);
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var invert = layer.Invert;
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// Check if the other layer should even render, if not then keep going.
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if (layer is not BiomeDecalLayer decalLayer)
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{
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if (noise.GetNoise(indices.X, indices.Y) < layer.Threshold)
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var value = noise.GetNoise(indices.X, indices.Y);
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value = invert ? value * -1 : value;
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if (value < layer.Threshold)
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continue;
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decals = null;
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@@ -264,6 +273,7 @@ public abstract class SharedBiomeSystem : EntitySystem
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{
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var index = new Vector2(indices.X + x * 1f / decalLayer.Divisions, indices.Y + y * 1f / decalLayer.Divisions);
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var decalValue = noise.GetNoise(index.X, index.Y);
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decalValue = invert ? decalValue * -1 : decalValue;
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if (decalValue < decalLayer.Threshold)
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continue;
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