Mining Rebalance (#30920)
* first pass * this shit too * ok fix that shit * buff * actually fix that
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@@ -44,7 +44,7 @@ public sealed partial class DungeonJob : Job<List<Dungeon>>
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private EntityQuery<PhysicsComponent> _physicsQuery;
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private EntityQuery<TransformComponent> _xformQuery;
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private readonly DungeonConfigPrototype _gen;
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private readonly DungeonConfig _gen;
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private readonly int _seed;
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private readonly Vector2i _position;
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@@ -65,7 +65,7 @@ public sealed partial class DungeonJob : Job<List<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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DungeonConfig gen,
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MapGridComponent grid,
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EntityUid gridUid,
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int seed,
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@@ -102,7 +102,7 @@ public sealed partial class DungeonJob : Job<List<Dungeon>>
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/// <param name="reserve">Should we reserve tiles even if the config doesn't specify.</param>
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private async Task<List<Dungeon>> GetDungeons(
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Vector2i position,
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DungeonConfigPrototype config,
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DungeonConfig config,
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DungeonData data,
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List<IDunGenLayer> layers,
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HashSet<Vector2i> reservedTiles,
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@@ -139,7 +139,7 @@ public sealed partial class DungeonJob : Job<List<Dungeon>>
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protected override async Task<List<Dungeon>?> Process()
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{
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_sawmill.Info($"Generating dungeon {_gen.ID} with seed {_seed} on {_entManager.ToPrettyString(_gridUid)}");
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_sawmill.Info($"Generating dungeon {_gen} with seed {_seed} on {_entManager.ToPrettyString(_gridUid)}");
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_grid.CanSplit = false;
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var random = new Random(_seed);
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var position = (_position + random.NextPolarVector2(_gen.MinOffset, _gen.MaxOffset)).Floored();
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@@ -177,7 +177,7 @@ public sealed partial class DungeonJob : Job<List<Dungeon>>
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int seed,
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Random random)
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{
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_sawmill.Debug($"Doing postgen {layer.GetType()} for {_gen.ID} with seed {_seed}");
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_sawmill.Debug($"Doing postgen {layer.GetType()} for {_gen} with seed {_seed}");
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// If there's a way to just call the methods directly for the love of god tell me.
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// Some of these don't care about reservedtiles because they only operate on dungeon tiles (which should
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