Ore + entitytable fixes (#37675)
* Ore + entitytable fixes Iterate every dungeon not just last. * Big shot * Fixes
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@@ -134,27 +134,15 @@ public sealed partial class DungeonJob : Job<List<Dungeon>>
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foreach (var layer in layers)
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{
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var dungCount = dungeons.Count;
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await RunLayer(dungeons, position, layer, reservedTiles, seed, random);
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if (config.ReserveTiles)
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{
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// Remove any dungeons passed in so we don't interfere with them
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// This is kinda goofy but okay for now.
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if (existing != null)
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{
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for (var j = 0; j < dungeons.Count; j++)
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{
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var dung = dungeons[j];
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if (existing.Contains(dung))
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{
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dungeons.RemoveSwap(j);
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}
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}
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}
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foreach (var dungeon in dungeons)
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// Reserve tiles on any new dungeons.
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for (var d = dungCount; d < dungeons.Count; d++)
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{
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var dungeon = dungeons[d];
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reservedTiles.UnionWith(dungeon.AllTiles);
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}
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}
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@@ -202,6 +190,7 @@ public sealed partial class DungeonJob : Job<List<Dungeon>>
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npcSystem.WakeNPC(npc.Owner, npc.Comp);
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}
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_sawmill.Info($"Finished generating dungeon {_gen} with seed {_seed}");
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return dungeons;
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}
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@@ -276,7 +265,7 @@ public sealed partial class DungeonJob : Job<List<Dungeon>>
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await PostGen(mob, dungeons[^1], random);
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break;
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case EntityTableDunGen entityTable:
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await PostGen(entityTable, dungeons[^1], random);
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await PostGen(entityTable, dungeons, reservedTiles, random);
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break;
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case NoiseDistanceDunGen distance:
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dungeons.Add(await GenerateNoiseDistanceDunGen(position, distance, reservedTiles, seed, random));
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@@ -285,7 +274,7 @@ public sealed partial class DungeonJob : Job<List<Dungeon>>
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dungeons.Add(await GenerateNoiseDunGen(position, noise, reservedTiles, seed, random));
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break;
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case OreDunGen ore:
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await PostGen(ore, dungeons[^1], random);
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await PostGen(ore, dungeons, reservedTiles, random);
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break;
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case PrefabDunGen prefab:
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dungeons.Add(await GeneratePrefabDunGen(position, prefab, reservedTiles, random));
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