Ore + entitytable fixes (#37675)

* Ore + entitytable fixes

Iterate every dungeon not just last.

* Big shot

* Fixes
This commit is contained in:
metalgearsloth
2025-05-22 02:43:17 +10:00
committed by GitHub
parent ecf9e855f6
commit 298f821bec
4 changed files with 152 additions and 138 deletions

View File

@@ -14,22 +14,31 @@ public sealed partial class DungeonJob
{ {
private async Task PostGen( private async Task PostGen(
EntityTableDunGen gen, EntityTableDunGen gen,
Dungeon dungeon, List<Dungeon> dungeons,
HashSet<Vector2i> reservedTiles,
Random random) Random random)
{
var count = random.Next(gen.MinCount, gen.MaxCount + 1);
var npcs = _entManager.System<NPCSystem>();
foreach (var dungeon in dungeons)
{ {
var availableRooms = new ValueList<DungeonRoom>(); var availableRooms = new ValueList<DungeonRoom>();
availableRooms.AddRange(dungeon.Rooms); availableRooms.AddRange(dungeon.Rooms);
var availableTiles = new ValueList<Vector2i>(dungeon.AllTiles); var availableTiles = new ValueList<Vector2i>(dungeon.AllTiles);
var count = random.Next(gen.MinCount, gen.MaxCount + 1); while (availableTiles.Count > 0 && count > 0)
var npcs = _entManager.System<NPCSystem>();
for (var i = 0; i < count; i++)
{
while (availableTiles.Count > 0)
{ {
var tile = availableTiles.RemoveSwap(random.Next(availableTiles.Count)); var tile = availableTiles.RemoveSwap(random.Next(availableTiles.Count));
await SuspendDungeon();
if (!ValidateResume())
return;
if (reservedTiles.Contains(tile))
continue;
if (!_anchorable.TileFree(_grid, if (!_anchorable.TileFree(_grid,
tile, tile,
(int) CollisionGroup.MachineLayer, (int) CollisionGroup.MachineLayer,
@@ -47,13 +56,18 @@ public sealed partial class DungeonJob
npcs.SleepNPC(uid); npcs.SleepNPC(uid);
} }
break; count--;
} }
await SuspendDungeon(); if (gen.PerDungeon)
{
if (!ValidateResume()) count = random.Next(gen.MinCount, gen.MaxCount + 1);
}
// Stop if count is 0, otherwise go to next dungeon.
else if (count == 0)
{
return; return;
} }
} }
} }
}

View File

@@ -15,17 +15,21 @@ public sealed partial class DungeonJob
/// </summary> /// </summary>
private async Task PostGen( private async Task PostGen(
OreDunGen gen, OreDunGen gen,
Dungeon dungeon, List<Dungeon> dungeons,
HashSet<Vector2i> reservedTiles,
Random random) Random random)
{ {
// Doesn't use dungeon data because layers and we don't need top-down support at the moment. foreach (var dungeon in dungeons)
{
var emptyTiles = false; var emptyTiles = false;
var replaceEntities = new Dictionary<Vector2i, EntityUid>(); var replaceEntities = new Dictionary<Vector2i, EntityUid>();
var availableTiles = new List<Vector2i>(); var availableTiles = new List<Vector2i>();
foreach (var node in dungeon.AllTiles) foreach (var node in dungeon.AllTiles)
{ {
if (reservedTiles.Contains(node))
continue;
// Empty tile, skip if relevant. // Empty tile, skip if relevant.
if (!emptyTiles && (!_maps.TryGetTile(_grid, node, out var tile) || tile.IsEmpty)) if (!emptyTiles && (!_maps.TryGetTile(_grid, node, out var tile) || tile.IsEmpty))
continue; continue;
@@ -144,3 +148,4 @@ public sealed partial class DungeonJob
} }
} }
} }
}

View File

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

View File

@@ -18,4 +18,10 @@ public sealed partial class EntityTableDunGen : IDunGenLayer
[DataField(required: true)] [DataField(required: true)]
public EntityTableSelector Table; public EntityTableSelector Table;
/// <summary>
/// Should the count be per dungeon or across all dungeons.
/// </summary>
[DataField]
public bool PerDungeon;
} }