DungeonData rework (#37172)
* DungeonData rework Back to fields, serializes better, just make new layers dumby. * wawawewa * Fix this * Fixes * review * thanks fork * fix
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74
Content.Server/Procedural/DungeonJob/DungeonJob.Biome.cs
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74
Content.Server/Procedural/DungeonJob/DungeonJob.Biome.cs
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using System.Threading.Tasks;
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using Content.Server.Parallax;
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using Content.Shared.Maps;
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using Content.Shared.Parallax.Biomes;
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using Content.Shared.Procedural;
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using Content.Shared.Procedural.PostGeneration;
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using Robust.Shared.Map;
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using Robust.Shared.Utility;
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namespace Content.Server.Procedural.DungeonJob;
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public sealed partial class DungeonJob
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{
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/// <summary>
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/// <see cref="BiomeDunGen"/>
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/// </summary>
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private async Task PostGen(BiomeDunGen dunGen, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
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{
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if (!_prototype.TryIndex(dunGen.BiomeTemplate, out var indexedBiome))
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return;
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var biomeSystem = _entManager.System<BiomeSystem>();
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var seed = random.Next();
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var xformQuery = _entManager.GetEntityQuery<TransformComponent>();
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var tiles = _maps.GetAllTilesEnumerator(_gridUid, _grid);
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while (tiles.MoveNext(out var tileRef))
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{
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var node = tileRef.Value.GridIndices;
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if (reservedTiles.Contains(node))
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continue;
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if (dunGen.TileMask is not null)
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{
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if (!dunGen.TileMask.Contains(((ContentTileDefinition) _tileDefManager[tileRef.Value.Tile.TypeId]).ID))
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continue;
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}
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// Need to set per-tile to override data.
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if (biomeSystem.TryGetTile(node, indexedBiome.Layers, seed, _grid, out var tile))
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{
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_maps.SetTile(_gridUid, _grid, node, tile.Value);
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}
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if (biomeSystem.TryGetDecals(node, indexedBiome.Layers, seed, _grid, out var decals))
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{
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foreach (var decal in decals)
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{
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_decals.TryAddDecal(decal.ID, new EntityCoordinates(_gridUid, decal.Position), out _);
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}
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}
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if (biomeSystem.TryGetEntity(node, indexedBiome.Layers, tile ?? tileRef.Value.Tile, seed, _grid, out var entityProto))
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{
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var ent = _entManager.SpawnEntity(entityProto, new EntityCoordinates(_gridUid, node + _grid.TileSizeHalfVector));
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var xform = xformQuery.Get(ent);
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if (!xform.Comp.Anchored)
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{
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_transform.AnchorEntity(ent, xform);
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}
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// TODO: Engine bug with SpawnAtPosition
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DebugTools.Assert(xform.Comp.Anchored);
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}
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await SuspendDungeon();
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if (!ValidateResume())
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return;
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}
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}
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}
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