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.Maps;
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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.Collections;
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using Robust.Shared.Map;
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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="EntranceFlankDunGen"/>
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/// </summary>
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private async Task PostGen(EntranceFlankDunGen gen, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
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{
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var tiles = new List<(Vector2i Index, Tile)>();
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var tileDef = _tileDefManager[gen.Tile];
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var spawnPositions = new ValueList<Vector2i>(dungeon.Rooms.Count);
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var contents = _prototype.Index(gen.Contents);
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foreach (var room in dungeon.Rooms)
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{
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foreach (var entrance in room.Entrances)
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{
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for (var i = 0; i < 8; i++)
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{
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var dir = (Direction) i;
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var neighbor = entrance + dir.ToIntVec();
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if (!dungeon.RoomExteriorTiles.Contains(neighbor))
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continue;
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if (reservedTiles.Contains(neighbor))
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continue;
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tiles.Add((neighbor, _tile.GetVariantTile((ContentTileDefinition) tileDef, random)));
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spawnPositions.Add(neighbor);
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}
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}
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}
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_maps.SetTiles(_gridUid, _grid, tiles);
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foreach (var entrance in spawnPositions)
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{
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_entManager.SpawnEntitiesAttachedTo(_maps.GridTileToLocal(_gridUid, _grid, entrance), _entTable.GetSpawns(contents, random));
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}
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}
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}
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