DungeonData rework (#37172)

* DungeonData rework

Back to fields, serializes better, just make new layers dumby.

* wawawewa

* Fix this

* Fixes

* review

* thanks fork

* fix
This commit is contained in:
metalgearsloth
2025-05-18 03:10:30 +10:00
committed by GitHub
parent d72939ba4b
commit 4afccdd5db
57 changed files with 759 additions and 696 deletions

View File

@@ -0,0 +1,157 @@
using System.Linq;
using System.Threading.Tasks;
using Content.Server.NodeContainer;
using Content.Shared.NodeContainer;
using Content.Shared.Procedural;
using Content.Shared.Procedural.PostGeneration;
using Robust.Shared.Random;
namespace Content.Server.Procedural.DungeonJob;
public sealed partial class DungeonJob
{
/// <summary>
/// <see cref="AutoCablingDunGen"/>
/// </summary>
private async Task PostGen(AutoCablingDunGen gen, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
{
// There's a lot of ways you could do this.
// For now we'll just connect every LV cable in the dungeon.
var cableTiles = new HashSet<Vector2i>();
var allTiles = new HashSet<Vector2i>(dungeon.CorridorTiles);
allTiles.UnionWith(dungeon.RoomTiles);
allTiles.UnionWith(dungeon.RoomExteriorTiles);
allTiles.UnionWith(dungeon.CorridorExteriorTiles);
var nodeQuery = _entManager.GetEntityQuery<NodeContainerComponent>();
// Gather existing nodes
foreach (var tile in allTiles)
{
var anchored = _maps.GetAnchoredEntitiesEnumerator(_gridUid, _grid, tile);
while (anchored.MoveNext(out var anc))
{
if (!nodeQuery.TryGetComponent(anc, out var nodeContainer) ||
!nodeContainer.Nodes.ContainsKey("power"))
{
continue;
}
cableTiles.Add(tile);
break;
}
}
// Iterating them all might be expensive.
await SuspendDungeon();
if (!ValidateResume())
return;
var startNodes = new List<Vector2i>(cableTiles);
random.Shuffle(startNodes);
var start = startNodes[0];
var remaining = new HashSet<Vector2i>(startNodes);
var frontier = new PriorityQueue<Vector2i, float>();
frontier.Enqueue(start, 0f);
var cameFrom = new Dictionary<Vector2i, Vector2i>();
var costSoFar = new Dictionary<Vector2i, float>();
var lastDirection = new Dictionary<Vector2i, Direction>();
costSoFar[start] = 0f;
lastDirection[start] = Direction.Invalid;
while (remaining.Count > 0)
{
if (frontier.Count == 0)
{
var newStart = remaining.First();
frontier.Enqueue(newStart, 0f);
lastDirection[newStart] = Direction.Invalid;
}
var node = frontier.Dequeue();
if (remaining.Remove(node))
{
var weh = node;
while (cameFrom.TryGetValue(weh, out var receiver))
{
cableTiles.Add(weh);
weh = receiver;
if (weh == start)
break;
}
}
if (!_maps.TryGetTileRef(_gridUid, _grid, node, out var tileRef) || tileRef.Tile.IsEmpty)
{
continue;
}
for (var i = 0; i < 4; i++)
{
var dir = (Direction) (i * 2);
var neighbor = node + dir.ToIntVec();
var tileCost = 1f;
// Prefer straight lines.
if (lastDirection[node] != dir)
{
tileCost *= 1.1f;
}
if (cableTiles.Contains(neighbor))
{
tileCost *= 0.1f;
}
// Prefer tiles without walls on them
if (HasWall(neighbor))
{
tileCost *= 20f;
}
var gScore = costSoFar[node] + tileCost;
if (costSoFar.TryGetValue(neighbor, out var nextValue) && gScore >= nextValue)
{
continue;
}
cameFrom[neighbor] = node;
costSoFar[neighbor] = gScore;
lastDirection[neighbor] = dir;
frontier.Enqueue(neighbor, gScore);
}
}
foreach (var tile in cableTiles)
{
if (reservedTiles.Contains(tile))
continue;
var anchored = _maps.GetAnchoredEntitiesEnumerator(_gridUid, _grid, tile);
var found = false;
while (anchored.MoveNext(out var anc))
{
if (!nodeQuery.TryGetComponent(anc, out var nodeContainer) ||
!nodeContainer.Nodes.ContainsKey("power"))
{
continue;
}
found = true;
break;
}
if (found)
continue;
_entManager.SpawnEntity(gen.Entity, _maps.GridTileToLocal(_gridUid, _grid, tile));
}
}
}