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:
333
Content.Shared/Parallax/Biomes/SharedBiomeSystem.cs
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333
Content.Shared/Parallax/Biomes/SharedBiomeSystem.cs
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Shared.Decals;
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using Content.Shared.Maps;
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using Robust.Shared.Console;
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using Robust.Shared.GameStates;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Noise;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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namespace Content.Shared.Parallax.Biomes;
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public abstract class SharedBiomeSystem : EntitySystem
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{
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[Dependency] protected readonly IPrototypeManager ProtoManager = default!;
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[Dependency] protected readonly ITileDefinitionManager TileDefManager = default!;
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protected const byte ChunkSize = 4;
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// TODO: After I wrote all of this FastNoiseLite got ported so this needs updating for that don't @ me
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<BiomeComponent, ComponentGetState>(OnBiomeGetState);
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SubscribeLocalEvent<BiomeComponent, ComponentHandleState>(OnBiomeHandleState);
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}
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private void OnBiomeHandleState(EntityUid uid, BiomeComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not BiomeComponentState state)
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return;
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component.Seed = state.Seed;
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}
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private void OnBiomeGetState(EntityUid uid, BiomeComponent component, ref ComponentGetState args)
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{
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args.State = new BiomeComponentState(component.Seed, component.BiomePrototype);
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}
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protected T Pick<T>(List<T> collection, float value)
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{
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DebugTools.Assert(value is >= 0f and <= 1f);
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if (collection.Count == 1)
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return collection[0];
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value *= collection.Count;
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foreach (var item in collection)
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{
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value -= 1f;
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if (value <= 0f)
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{
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return item;
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}
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}
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throw new ArgumentOutOfRangeException();
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}
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protected int Pick(int count, float value)
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{
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DebugTools.Assert(value is >= 0f and <= 1f);
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if (count == 1)
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return 0;
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value *= count;
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for (var i = 0; i < count; i++)
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{
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value -= 1f;
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if (value <= 0f)
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{
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return i;
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}
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}
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throw new ArgumentOutOfRangeException();
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}
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public bool TryGetBiomeTile(EntityUid uid, MapGridComponent grid, Vector2i indices, [NotNullWhen(true)] out Tile? tile)
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{
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if (grid.TryGetTileRef(indices, out var tileRef))
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{
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tile = tileRef.Tile;
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return true;
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}
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if (!TryComp<BiomeComponent>(uid, out var biome))
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{
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tile = null;
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return false;
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}
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return TryGetBiomeTile(indices, ProtoManager.Index<BiomePrototype>(biome.BiomePrototype),
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new FastNoise(biome.Seed), grid, out tile);
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}
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/// <summary>
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/// Tries to get the tile, real or otherwise, for the specified indices.
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/// </summary>
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public bool TryGetBiomeTile(Vector2i indices, BiomePrototype prototype, FastNoise seed, MapGridComponent? grid, [NotNullWhen(true)] out Tile? tile)
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{
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if (grid?.TryGetTileRef(indices, out var tileRef) == true && !tileRef.Tile.IsEmpty)
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{
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tile = tileRef.Tile;
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return true;
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}
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var oldFrequency = seed.GetFrequency();
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for (var i = prototype.Layers.Count - 1; i >= 0; i--)
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{
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var layer = prototype.Layers[i];
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if (layer is not BiomeTileLayer tileLayer)
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continue;
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seed.SetFrequency(tileLayer.Frequency);
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if (TryGetTile(indices, seed, tileLayer.Threshold, ProtoManager.Index<ContentTileDefinition>(tileLayer.Tile), tileLayer.Variants, out tile))
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{
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seed.SetFrequency(oldFrequency);
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return true;
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}
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}
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seed.SetFrequency(oldFrequency);
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tile = null;
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return false;
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}
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/// <summary>
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/// Tries to get the relevant entity for this tile.
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/// </summary>
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protected bool TryGetEntity(Vector2i indices, BiomePrototype prototype, FastNoise noise, MapGridComponent grid,
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[NotNullWhen(true)] out string? entity)
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{
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if (!TryGetBiomeTile(indices, prototype, noise, grid, out var tileRef))
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{
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entity = null;
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return false;
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}
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var tileId = TileDefManager[tileRef.Value.TypeId].ID;
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var oldFrequency = noise.GetFrequency();
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var seed = noise.GetSeed();
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for (var i = prototype.Layers.Count - 1; i >= 0; i--)
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{
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var layer = prototype.Layers[i];
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var offset = 0;
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// Decals might block entity so need to check if there's one in front of us.
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switch (layer)
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{
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case IBiomeWorldLayer worldLayer:
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if (!worldLayer.AllowedTiles.Contains(tileId))
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continue;
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offset = worldLayer.SeedOffset;
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noise.SetSeed(seed + offset);
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noise.SetFrequency(worldLayer.Frequency);
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break;
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default:
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continue;
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}
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var value = (noise.GetCellular(indices.X, indices.Y) + 1f) / 2f;
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if (value < layer.Threshold)
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{
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DebugTools.Assert(value is <= 1f and >= 0f);
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continue;
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}
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if (layer is not BiomeEntityLayer biomeLayer)
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{
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entity = null;
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noise.SetFrequency(oldFrequency);
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noise.SetSeed(seed);
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return false;
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}
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entity = Pick(biomeLayer.Entities, (noise.GetSimplex(indices.X, indices.Y) + 1f) / 2f);
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noise.SetFrequency(oldFrequency);
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noise.SetSeed(seed);
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return true;
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}
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noise.SetFrequency(oldFrequency);
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noise.SetSeed(seed);
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entity = null;
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return false;
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}
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/// <summary>
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/// Tries to get the relevant decals for this tile.
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/// </summary>
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public bool TryGetDecals(Vector2i indices, BiomePrototype prototype, FastNoise noise, MapGridComponent grid,
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[NotNullWhen(true)] out List<(string ID, Vector2 Position)>? decals)
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{
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if (!TryGetBiomeTile(indices, prototype, noise, grid, out var tileRef))
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{
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decals = null;
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return false;
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}
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var tileId = TileDefManager[tileRef.Value.TypeId].ID;
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var oldFrequency = noise.GetFrequency();
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var seed = noise.GetSeed();
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for (var i = prototype.Layers.Count - 1; i >= 0; i--)
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{
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var layer = prototype.Layers[i];
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var offset = 0;
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// Entities might block decal so need to check if there's one in front of us.
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switch (layer)
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{
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case IBiomeWorldLayer worldLayer:
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if (!worldLayer.AllowedTiles.Contains(tileId))
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continue;
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offset = worldLayer.SeedOffset;
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noise.SetSeed(seed + offset);
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noise.SetFrequency(worldLayer.Frequency);
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break;
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default:
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continue;
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}
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// Check if the other layer should even render, if not then keep going.
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if (layer is not BiomeDecalLayer decalLayer)
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{
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if ((noise.GetCellular(indices.X, indices.Y) + 1f) / 2f < layer.Threshold)
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continue;
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decals = null;
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noise.SetFrequency(oldFrequency);
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noise.SetSeed(seed);
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return false;
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}
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decals = new List<(string ID, Vector2 Position)>();
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for (var x = 0; x < decalLayer.Divisions; x++)
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{
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for (var y = 0; y < decalLayer.Divisions; y++)
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{
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var index = new Vector2(indices.X + x * 1f / decalLayer.Divisions, indices.Y + y * 1f / decalLayer.Divisions);
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var decalValue = (noise.GetCellular(index.X, index.Y) + 1f) / 2f;
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if (decalValue < decalLayer.Threshold)
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continue;
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DebugTools.Assert(decalValue is <= 1f and >= 0f);
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decals.Add((Pick(decalLayer.Decals, (noise.GetSimplex(index.X, index.Y) + 1f) / 2f), index));
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}
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}
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noise.SetFrequency(oldFrequency);
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noise.SetSeed(seed);
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// Check other layers
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if (decals.Count == 0)
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continue;
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return true;
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}
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noise.SetFrequency(oldFrequency);
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noise.SetSeed(seed);
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decals = null;
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return false;
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}
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/// <summary>
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/// Gets the underlying biome tile, ignoring any existing tile that may be there.
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/// </summary>
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public bool TryGetTile(Vector2i indices, FastNoise seed, float threshold, ContentTileDefinition tileDef, List<byte>? variants, [NotNullWhen(true)] out Tile? tile)
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{
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if (threshold > 0f)
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{
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var found = (seed.GetSimplexFractal(indices.X, indices.Y) + 1f) / 2f;
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if (found < threshold)
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{
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tile = null;
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return false;
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}
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}
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byte variant = 0;
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var variantCount = variants?.Count ?? tileDef.Variants;
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// Pick a variant tile if they're available as well
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if (variantCount > 1)
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{
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var variantValue = (seed.GetSimplex(indices.X * 2f, indices.Y * 2f) + 1f) / 2f;
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variant = (byte) Pick(variantCount, variantValue);
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if (variants != null)
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{
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variant = variants[variant];
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}
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}
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tile = new Tile(tileDef.TileId, 0, variant);
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return true;
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}
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[Serializable, NetSerializable]
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private sealed class BiomeComponentState : ComponentState
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{
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public int Seed;
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public string Prototype;
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public BiomeComponentState(int seed, string prototype)
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{
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Seed = seed;
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Prototype = prototype;
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}
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}
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}
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