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

View File

@@ -15,17 +15,21 @@ public sealed partial class DungeonJob
/// </summary>
private async Task PostGen(
OreDunGen gen,
Dungeon dungeon,
List<Dungeon> dungeons,
HashSet<Vector2i> reservedTiles,
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 replaceEntities = new Dictionary<Vector2i, EntityUid>();
var availableTiles = new List<Vector2i>();
foreach (var node in dungeon.AllTiles)
{
if (reservedTiles.Contains(node))
continue;
// Empty tile, skip if relevant.
if (!emptyTiles && (!_maps.TryGetTile(_grid, node, out var tile) || tile.IsEmpty))
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)
{
var dungCount = dungeons.Count;
await RunLayer(dungeons, position, layer, reservedTiles, seed, random);
if (config.ReserveTiles)
{
// Remove any dungeons passed in so we don't interfere with them
// This is kinda goofy but okay for now.
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)
// Reserve tiles on any new dungeons.
for (var d = dungCount; d < dungeons.Count; d++)
{
var dungeon = dungeons[d];
reservedTiles.UnionWith(dungeon.AllTiles);
}
}
@@ -202,6 +190,7 @@ public sealed partial class DungeonJob : Job<List<Dungeon>>
npcSystem.WakeNPC(npc.Owner, npc.Comp);
}
_sawmill.Info($"Finished generating dungeon {_gen} with seed {_seed}");
return dungeons;
}
@@ -276,7 +265,7 @@ public sealed partial class DungeonJob : Job<List<Dungeon>>
await PostGen(mob, dungeons[^1], random);
break;
case EntityTableDunGen entityTable:
await PostGen(entityTable, dungeons[^1], random);
await PostGen(entityTable, dungeons, reservedTiles, random);
break;
case NoiseDistanceDunGen distance:
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));
break;
case OreDunGen ore:
await PostGen(ore, dungeons[^1], random);
await PostGen(ore, dungeons, reservedTiles, random);
break;
case PrefabDunGen prefab:
dungeons.Add(await GeneratePrefabDunGen(position, prefab, reservedTiles, random));

View File

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