Make procgen use weighted variants (#24669)
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@@ -3,6 +3,7 @@ using System.Numerics;
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using System.Threading.Tasks;
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using Content.Server.NodeContainer;
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using Content.Shared.Doors.Components;
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using Content.Shared.Maps;
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using Content.Shared.Physics;
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using Content.Shared.Procedural;
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using Content.Shared.Procedural.PostGeneration;
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@@ -191,7 +192,7 @@ public sealed partial class DungeonJob
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if (!_anchorable.TileFree(grid, neighbor, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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continue;
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tiles.Add((neighbor, _tileDefManager.GetVariantTile(tileDef, random)));
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tiles.Add((neighbor, _tile.GetVariantTile((ContentTileDefinition) tileDef, random)));
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}
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foreach (var index in dungeon.CorridorExteriorTiles)
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@@ -202,7 +203,7 @@ public sealed partial class DungeonJob
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if (!_anchorable.TileFree(grid, index, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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continue;
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tiles.Add((index, _tileDefManager.GetVariantTile(tileDef, random)));
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tiles.Add((index, _tile.GetVariantTile((ContentTileDefinition)tileDef, random)));
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}
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grid.SetTiles(tiles);
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@@ -478,7 +479,7 @@ public sealed partial class DungeonJob
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isValid = true;
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// Entrance wew
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grid.SetTile(tile, _tileDefManager.GetVariantTile(tileDef, random));
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grid.SetTile(tile, _tile.GetVariantTile((ContentTileDefinition) tileDef, random));
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ClearDoor(dungeon, grid, tile);
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var gridCoords = grid.GridTileToLocal(tile);
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// Need to offset the spawn to avoid spawning in the room.
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@@ -496,7 +497,7 @@ public sealed partial class DungeonJob
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continue;
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}
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grid.SetTile(nearTile.GridIndices, _tileDefManager.GetVariantTile(tileDef, random));
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grid.SetTile(nearTile.GridIndices, _tile.GetVariantTile((ContentTileDefinition) tileDef, random));;
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}
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break;
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@@ -589,7 +590,7 @@ public sealed partial class DungeonJob
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{
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var neighbor = tile + dirVec * j;
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tiles.Add((neighbor, _tileDefManager.GetVariantTile(tileDef, random)));
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tiles.Add((neighbor, _tile.GetVariantTile((ContentTileDefinition) tileDef, random)));
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index++;
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takenTiles.Add(neighbor);
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}
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@@ -690,7 +691,7 @@ public sealed partial class DungeonJob
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{
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var tile = validTiles[j];
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var gridPos = grid.GridTileToLocal(tile);
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grid.SetTile(tile, _tileDefManager.GetVariantTile(tileDef, random));
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grid.SetTile(tile, _tile.GetVariantTile((ContentTileDefinition) tileDef, random));
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_entManager.SpawnEntities(gridPos, gen.Entities);
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}
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@@ -721,7 +722,7 @@ public sealed partial class DungeonJob
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{
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foreach (var entrance in room.Entrances)
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{
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setTiles.Add((entrance, _tileDefManager.GetVariantTile(tileDef, random)));
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setTiles.Add((entrance, _tile.GetVariantTile((ContentTileDefinition) tileDef, random)));
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}
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}
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@@ -857,7 +858,7 @@ public sealed partial class DungeonJob
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foreach (var tile in corridorTiles)
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{
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setTiles.Add((tile, _tileDefManager.GetVariantTile(tileDef, random)));
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setTiles.Add((tile, _tile.GetVariantTile((ContentTileDefinition) tileDef, random)));
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}
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grid.SetTiles(setTiles);
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@@ -902,7 +903,7 @@ public sealed partial class DungeonJob
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if (!dungeon.RoomExteriorTiles.Contains(neighbor))
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continue;
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tiles.Add((neighbor, _tileDefManager.GetVariantTile(tileDef, random)));
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tiles.Add((neighbor, _tile.GetVariantTile((ContentTileDefinition) tileDef, random)));
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spawnPositions.Add(neighbor);
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}
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}
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@@ -1013,7 +1014,7 @@ public sealed partial class DungeonJob
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for (var x = -width + 1; x < width; x++)
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{
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var weh = tile + neighborDir.ToIntVec() * x;
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grid.SetTile(weh, _tileDefManager.GetVariantTile(tileDef, random));
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grid.SetTile(weh, _tile.GetVariantTile((ContentTileDefinition) tileDef, random));
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var coords = grid.GridTileToLocal(weh);
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_entManager.SpawnEntities(coords, gen.Entities);
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@@ -1131,7 +1132,7 @@ public sealed partial class DungeonJob
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continue;
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width--;
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grid.SetTile(node, _tileDefManager.GetVariantTile(tileDef, random));
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grid.SetTile(node, _tile.GetVariantTile((ContentTileDefinition) tileDef, random));
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if (gen.EdgeEntities != null && nodeDistances.Count - i <= 2)
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{
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@@ -1217,7 +1218,7 @@ public sealed partial class DungeonJob
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if (!random.Prob(gen.Prob) || !checkedTiles.Add(neighbor))
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continue;
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grid.SetTile(neighbor, _tileDefManager.GetVariantTile(tileDef, random));
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grid.SetTile(neighbor, _tile.GetVariantTile((ContentTileDefinition) tileDef, random));
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var gridPos = grid.GridTileToLocal(neighbor);
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var protoNames = EntitySpawnCollection.GetSpawns(gen.Spawns, random);
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