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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137
Content.Server/Procedural/DungeonJob/DungeonJob.Junction.cs
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137
Content.Server/Procedural/DungeonJob/DungeonJob.Junction.cs
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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.Map.Components;
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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="JunctionDunGen"/>
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/// </summary>
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private async Task PostGen(JunctionDunGen gen, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
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{
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var tileDef = _tileDefManager[gen.Tile];
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var contents = _prototype.Index(gen.Contents);
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// N-wide junctions
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foreach (var tile in dungeon.CorridorTiles)
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{
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if (!_anchorable.TileFree(_grid, tile, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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continue;
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// Check each direction:
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// - Check if immediate neighbors are free
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// - Check if the neighbors beyond that are not free
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// - Then check either side if they're slightly more free
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var exteriorWidth = (int) Math.Floor(gen.Width / 2f);
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var width = (int) Math.Ceiling(gen.Width / 2f);
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for (var i = 0; i < 2; i++)
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{
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var isValid = true;
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var neighborDir = (Direction) (i * 2);
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var neighborVec = neighborDir.ToIntVec();
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for (var j = -width; j <= width; j++)
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{
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if (j == 0)
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continue;
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var neighbor = tile + neighborVec * j;
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// If it's an end tile then check it's occupied.
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if (j == -width ||
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j == width)
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{
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if (!HasWall(neighbor))
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{
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isValid = false;
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break;
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}
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continue;
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}
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// If we're not at the end tile then check it + perpendicular are free.
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if (!_anchorable.TileFree(_grid, neighbor, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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{
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isValid = false;
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break;
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}
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var perp1 = tile + neighborVec * j + ((Direction) ((i * 2 + 2) % 8)).ToIntVec();
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var perp2 = tile + neighborVec * j + ((Direction) ((i * 2 + 6) % 8)).ToIntVec();
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if (!_anchorable.TileFree(_grid, perp1, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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{
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isValid = false;
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break;
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}
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if (!_anchorable.TileFree(_grid, perp2, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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{
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isValid = false;
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break;
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}
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}
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if (!isValid)
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continue;
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// Check corners to see if either side opens up (if it's just a 1x wide corridor do nothing, needs to be a funnel.
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foreach (var j in new [] {-exteriorWidth, exteriorWidth})
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{
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var freeCount = 0;
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// Need at least 3 of 4 free
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for (var k = 0; k < 4; k++)
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{
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var cornerDir = (Direction) (k * 2 + 1);
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var cornerVec = cornerDir.ToIntVec();
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var cornerNeighbor = tile + neighborVec * j + cornerVec;
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if (_anchorable.TileFree(_grid, cornerNeighbor, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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{
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freeCount++;
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}
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}
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if (freeCount < gen.Width)
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continue;
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// Valid!
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isValid = true;
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for (var x = -width + 1; x < width; x++)
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{
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var weh = tile + neighborDir.ToIntVec() * x;
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if (reservedTiles.Contains(weh))
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continue;
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_maps.SetTile(_gridUid, _grid, weh, _tile.GetVariantTile((ContentTileDefinition) tileDef, random));
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var coords = _maps.GridTileToLocal(_gridUid, _grid, weh);
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_entManager.SpawnEntitiesAttachedTo(coords, _entTable.GetSpawns(contents, random));
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}
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break;
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}
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if (isValid)
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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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break;
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}
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}
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}
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}
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