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

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