Make procgen use weighted variants (#24669)
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@@ -4,6 +4,7 @@ using Content.Server.Construction;
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using Robust.Shared.CPUJob.JobQueues;
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using Content.Server.Decals;
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using Content.Shared.Construction.EntitySystems;
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using Content.Shared.Maps;
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using Content.Shared.Procedural;
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using Content.Shared.Procedural.DungeonGenerators;
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using Content.Shared.Procedural.PostGeneration;
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@@ -27,6 +28,7 @@ public sealed partial class DungeonJob : Job<Dungeon>
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private readonly DecalSystem _decals;
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private readonly DungeonSystem _dungeon;
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private readonly EntityLookupSystem _lookup;
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private readonly TileSystem _tile;
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private readonly SharedMapSystem _maps;
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private readonly SharedTransformSystem _transform;
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private EntityQuery<TagComponent> _tagQuery;
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@@ -51,6 +53,7 @@ public sealed partial class DungeonJob : Job<Dungeon>
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DecalSystem decals,
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DungeonSystem dungeon,
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EntityLookupSystem lookup,
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TileSystem tile,
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SharedTransformSystem transform,
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DungeonConfigPrototype gen,
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MapGridComponent grid,
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@@ -69,6 +72,7 @@ public sealed partial class DungeonJob : Job<Dungeon>
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_decals = decals;
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_dungeon = dungeon;
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_lookup = lookup;
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_tile = tile;
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_maps = _entManager.System<SharedMapSystem>();
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_transform = transform;
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_tagQuery = _entManager.GetEntityQuery<TagComponent>();
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