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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using System.Threading.Tasks;
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using Content.Shared.Procedural;
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using Content.Shared.Procedural.PostGeneration;
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using Content.Shared.Storage;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Random;
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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="CorridorClutterDunGen"/>
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/// </summary>
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private async Task PostGen(CorridorClutterDunGen gen, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
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{
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var physicsQuery = _entManager.GetEntityQuery<PhysicsComponent>();
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var count = (int) Math.Ceiling(dungeon.CorridorTiles.Count * gen.Chance);
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var contents = _prototype.Index(gen.Contents);
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while (count > 0)
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{
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var tile = random.Pick(dungeon.CorridorTiles);
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var enumerator = _maps.GetAnchoredEntitiesEnumerator(_gridUid, _grid, tile);
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var blocked = false;
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while (enumerator.MoveNext(out var ent))
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{
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if (!physicsQuery.TryGetComponent(ent, out var physics) ||
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!physics.CanCollide ||
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!physics.Hard)
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{
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continue;
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}
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blocked = true;
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break;
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}
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if (blocked)
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continue;
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count--;
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if (reservedTiles.Contains(tile))
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continue;
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var protos = _entTable.GetSpawns(contents, random);
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var coords = _maps.ToCenterCoordinates(_gridUid, tile, _grid);
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_entManager.SpawnEntitiesAttachedTo(coords, protos);
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await SuspendIfOutOfTime();
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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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