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.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="RoomEntranceDunGen"/>
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/// </summary>
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private async Task PostGen(RoomEntranceDunGen gen, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
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{
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var setTiles = new List<(Vector2i, Tile)>();
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var tileDef = _tileDefManager[gen.Tile];
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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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if (reservedTiles.Contains(entrance))
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continue;
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setTiles.Add((entrance, _tile.GetVariantTile((ContentTileDefinition) tileDef, random)));
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}
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}
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_maps.SetTiles(_gridUid, _grid, setTiles);
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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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if (reservedTiles.Contains(entrance))
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continue;
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_entManager.SpawnEntitiesAttachedTo(
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_maps.GridTileToLocal(_gridUid, _grid, entrance),
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_entTable.GetSpawns(contents, random));
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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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}
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}
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}
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