Procgen biomes (#13487)

* Planetmap tiles

Biomes etc etc

* a

* oop

* Chunk-based rendering

* funny

* Less allocations

* Fix overdraw

* Content tile edge support

Also updated grass to use it as a POC.

* Kindly revert

* Update for variant edges

* fixes

* Use fastnoise

* Remove redundant group

* a

* refactor a fair bit

* Prototype data instead

* tweaks

* a

* fix maths

* working

* a

* Slightly better empty support

* a

* flowers

* sounds

* lewd

* Networking

* more fixes

* better

* colours

* Some chunk loading

* Proper loading and unloading

* Better loading

* Fix parallax and movement sounds

* Anchoring support + decal setup

* Most of the way to load and unload

* Decal loading kinda werkin

* large trees

* started diffing

* a

* Variant support and deserts

* a

* snow

* agony, even

* working again

* todo

* a

* laba tiles

* aeiou

* a

# Conflicts:
#	Resources/Prototypes/Entities/Tiles/planet.yml
#	Resources/Prototypes/Tiles/planet.yml
#	Resources/Textures/Tiles/Planet/Lava/lava.rsi/meta.json

* laba

* Add lava

* Initial ignition

* triggers

* a

* a

* y

* Add basalt tiles

Did some unconventional things for the animation + rocks.

* fixies

* mergies

* promotion

* lava biome

* Lava planet start

* cleanup and more lava

* laba

* maccas

* biome stuf

* weh

* bongflicts

* aeaeae

* More fixes

* a

* these too
This commit is contained in:
metalgearsloth
2023-02-12 13:15:09 +11:00
committed by GitHub
parent e0dd65983e
commit 37f432ca58
57 changed files with 1456 additions and 87 deletions

View File

@@ -0,0 +1,301 @@
using Content.Server.Decals;
using Content.Shared.Decals;
using Content.Shared.Parallax.Biomes;
using Robust.Server.Player;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Noise;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Serialization.Manager;
namespace Content.Server.Parallax;
public sealed class BiomeSystem : SharedBiomeSystem
{
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly DecalSystem _decals = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
private readonly HashSet<EntityUid> _handledEntities = new();
private const float LoadRange = ChunkSize * 2f;
private readonly Box2 _loadArea = new(-LoadRange, -LoadRange, LoadRange, LoadRange);
private readonly Dictionary<BiomeComponent, HashSet<Vector2i>> _activeChunks = new();
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<BiomeComponent, MapInitEvent>(OnBiomeMapInit);
}
private void OnBiomeMapInit(EntityUid uid, BiomeComponent component, MapInitEvent args)
{
component.Seed = _random.Next();
Dirty(component);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var biomeQuery = GetEntityQuery<BiomeComponent>();
var xformQuery = GetEntityQuery<TransformComponent>();
var biomes = AllEntityQuery<BiomeComponent>();
while (biomes.MoveNext(out var biome))
{
_activeChunks.Add(biome, new HashSet<Vector2i>());
}
// Get chunks in range
foreach (var client in Filter.GetAllPlayers(_playerManager))
{
var pSession = (IPlayerSession) client;
if (xformQuery.TryGetComponent(pSession.AttachedEntity, out var xform) &&
_handledEntities.Add(pSession.AttachedEntity.Value) &&
biomeQuery.TryGetComponent(xform.MapUid, out var biome))
{
AddChunksInRange(biome, _transform.GetWorldPosition(xform, xformQuery));
}
foreach (var viewer in pSession.ViewSubscriptions)
{
if (!_handledEntities.Add(viewer) ||
!xformQuery.TryGetComponent(viewer, out xform) ||
!biomeQuery.TryGetComponent(xform.MapUid, out biome))
{
continue;
}
AddChunksInRange(biome, _transform.GetWorldPosition(xform, xformQuery));
}
}
var loadBiomes = AllEntityQuery<BiomeComponent, MapGridComponent>();
while (loadBiomes.MoveNext(out var biome, out var grid))
{
var noise = new FastNoise(biome.Seed);
var gridUid = grid.Owner;
// Load new chunks
LoadChunks(biome, gridUid, grid, noise);
// Unload old chunks
UnloadChunks(biome, gridUid, grid, noise);
}
_handledEntities.Clear();
_activeChunks.Clear();
}
private void AddChunksInRange(BiomeComponent biome, Vector2 worldPos)
{
var enumerator = new ChunkIndicesEnumerator(_loadArea.Translated(worldPos), ChunkSize);
while (enumerator.MoveNext(out var chunkOrigin))
{
_activeChunks[biome].Add(chunkOrigin.Value);
}
}
private void LoadChunks(BiomeComponent component, EntityUid gridUid, MapGridComponent grid, FastNoise noise)
{
var active = _activeChunks[component];
var prototype = ProtoManager.Index<BiomePrototype>(component.BiomePrototype);
List<(Vector2i, Tile)>? tiles = null;
foreach (var chunk in active)
{
if (!component.LoadedChunks.Add(chunk))
continue;
tiles ??= new List<(Vector2i, Tile)>(ChunkSize * ChunkSize);
// Load NOW!
LoadChunk(component, gridUid, grid, chunk * ChunkSize, noise, prototype, tiles);
}
}
private void LoadChunk(BiomeComponent component, EntityUid gridUid, MapGridComponent grid, Vector2i chunk, FastNoise noise, BiomePrototype prototype, List<(Vector2i, Tile)> tiles)
{
component.ModifiedTiles.TryGetValue(chunk, out var modified);
modified ??= new HashSet<Vector2i>();
// Set tiles first
for (var x = 0; x < ChunkSize; x++)
{
for (var y = 0; y < ChunkSize; y++)
{
var indices = new Vector2i(x + chunk.X, y + chunk.Y);
if (modified.Contains(indices))
continue;
// If there's existing data then don't overwrite it.
if (grid.TryGetTileRef(indices, out var tileRef) && !tileRef.Tile.IsEmpty)
continue;
// Pass in null so we don't try to get the tileref.
if (!TryGetBiomeTile(indices, prototype, noise, null, out var biomeTile) || biomeTile.Value == tileRef.Tile)
continue;
tiles.Add((indices, biomeTile.Value));
}
}
grid.SetTiles(tiles);
tiles.Clear();
// Now do entities
var loadedEntities = new List<EntityUid>();
component.LoadedEntities.Add(chunk, loadedEntities);
for (var x = 0; x < ChunkSize; x++)
{
for (var y = 0; y < ChunkSize; y++)
{
var indices = new Vector2i(x + chunk.X, y + chunk.Y);
if (modified.Contains(indices))
continue;
// Don't mess with anything that's potentially anchored.
var anchored = grid.GetAnchoredEntitiesEnumerator(indices);
if (anchored.MoveNext(out _) || !TryGetEntity(indices, prototype, noise, grid, out var entPrototype))
continue;
// TODO: Fix non-anchored ents spawning.
// Just track loaded chunks for now.
var ent = Spawn(entPrototype, grid.GridTileToLocal(indices));
loadedEntities.Add(ent);
}
}
// Decals
var loadedDecals = new Dictionary<uint, Vector2i>();
component.LoadedDecals.Add(chunk, loadedDecals);
for (var x = 0; x < ChunkSize; x++)
{
for (var y = 0; y < ChunkSize; y++)
{
var indices = new Vector2i(x + chunk.X, y + chunk.Y);
if (modified.Contains(indices))
continue;
// Don't mess with anything that's potentially anchored.
var anchored = grid.GetAnchoredEntitiesEnumerator(indices);
if (anchored.MoveNext(out _) || !TryGetDecals(indices, prototype, noise, grid, out var decals))
continue;
foreach (var decal in decals)
{
if (!_decals.TryAddDecal(decal.ID, new EntityCoordinates(gridUid, decal.Position), out var dec))
continue;
loadedDecals.Add(dec, indices);
}
}
}
if (modified.Count == 0)
{
component.ModifiedTiles.Remove(chunk);
}
else
{
component.ModifiedTiles[chunk] = modified;
}
}
private void UnloadChunks(BiomeComponent component, EntityUid gridUid, MapGridComponent grid, FastNoise noise)
{
var active = _activeChunks[component];
List<(Vector2i, Tile)>? tiles = null;
foreach (var chunk in component.LoadedChunks)
{
if (active.Contains(chunk) || !component.LoadedChunks.Remove(chunk))
continue;
// Unload NOW!
tiles ??= new List<(Vector2i, Tile)>(ChunkSize * ChunkSize);
UnloadChunk(component, gridUid, grid, chunk * ChunkSize, noise, tiles);
}
}
private void UnloadChunk(BiomeComponent component, EntityUid gridUid, MapGridComponent grid, Vector2i chunk, FastNoise noise, List<(Vector2i, Tile)> tiles)
{
// Reverse order to loading
var prototype = ProtoManager.Index<BiomePrototype>(component.BiomePrototype);
component.ModifiedTiles.TryGetValue(chunk, out var modified);
modified ??= new HashSet<Vector2i>();
// Delete decals
foreach (var (dec, indices) in component.LoadedDecals[chunk])
{
// If we couldn't remove it then flag the tile to never be touched.
if (!_decals.RemoveDecal(gridUid, dec))
{
modified.Add(indices);
}
}
component.LoadedDecals.Remove(chunk);
// Delete entities
// This is a TODO
// Ideally any entities that aren't modified just get deleted and re-generated later
// This is because if we want to save the map (e.g. persistent server) it makes the file much smaller
// and also if the map is enormous will make stuff like physics broadphase much faster
// For now we'll just leave them because no entity diffs.
component.LoadedEntities.Remove(chunk);
// Unset tiles (if the data is custom)
for (var x = 0; x < ChunkSize; x++)
{
for (var y = 0; y < ChunkSize; y++)
{
var indices = new Vector2i(x + chunk.X, y + chunk.Y);
if (modified.Contains(indices))
continue;
// Don't mess with anything that's potentially anchored.
var anchored = grid.GetAnchoredEntitiesEnumerator(indices);
if (anchored.MoveNext(out _))
{
modified.Add(indices);
continue;
}
// If it's default data unload the tile.
if (!TryGetBiomeTile(indices, prototype, noise, null, out var biomeTile) ||
grid.TryGetTileRef(indices, out var tileRef) && tileRef.Tile != biomeTile.Value)
{
modified.Add(indices);
continue;
}
tiles.Add((indices, Tile.Empty));
}
}
grid.SetTiles(tiles);
tiles.Clear();
component.LoadedChunks.Remove(chunk);
if (modified.Count == 0)
{
component.ModifiedTiles.Remove(chunk);
}
}
}