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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@@ -12,49 +12,43 @@ public sealed partial class DungeonJob
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/// <summary>
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/// <see cref="ReplaceTileDunGen"/>
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/// </summary>
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private async Task<Dungeon> GenerateTileReplacementDunGen(ReplaceTileDunGen gen, DungeonData data, HashSet<Vector2i> reservedTiles, Random random)
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private async Task GenerateTileReplacementDunGen(ReplaceTileDunGen gen, List<Dungeon> dungeons, HashSet<Vector2i> reservedTiles, Random random)
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{
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var tiles = _maps.GetAllTilesEnumerator(_gridUid, _grid);
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var replacements = new List<(Vector2i Index, Tile Tile)>();
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var reserved = new HashSet<Vector2i>();
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while (tiles.MoveNext(out var tileRef))
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foreach (var dungeon in dungeons)
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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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foreach (var layer in gen.Layers)
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foreach (var node in dungeon.AllTiles)
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{
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var value = layer.Noise.GetNoise(node.X, node.Y);
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if (value < layer.Threshold)
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if (reservedTiles.Contains(node))
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continue;
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Tile tile;
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foreach (var layer in gen.Layers)
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{
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var value = layer.Noise.GetNoise(node.X, node.Y);
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if (random.Prob(gen.VariantWeight))
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{
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tile = _tileDefManager.GetVariantTile(_prototype.Index(layer.Tile), random);
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}
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else
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{
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tile = new Tile(_prototype.Index(layer.Tile).TileId);
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if (value < layer.Threshold)
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continue;
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Tile tile;
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if (random.Prob(gen.VariantWeight))
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{
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tile = _tileDefManager.GetVariantTile(_prototype.Index(layer.Tile), random);
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}
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else
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{
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tile = new Tile(_prototype.Index(layer.Tile).TileId);
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}
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replacements.Add((node, tile));
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break;
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}
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replacements.Add((node, tile));
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reserved.Add(node);
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break;
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await SuspendDungeon();
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}
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await SuspendDungeon();
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_maps.SetTiles(_gridUid, _grid, replacements);
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}
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_maps.SetTiles(_gridUid, _grid, replacements);
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return new Dungeon(new List<DungeonRoom>()
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{
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new DungeonRoom(reserved, _position, Box2i.Empty, new HashSet<Vector2i>()),
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});
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}
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}
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