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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46
Content.Server/Procedural/DungeonJob/DungeonJob.WallMount.cs
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46
Content.Server/Procedural/DungeonJob/DungeonJob.WallMount.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.Random;
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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="WallMountDunGen"/>
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/// </summary>
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private async Task PostGen(WallMountDunGen gen, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
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{
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var checkedTiles = new HashSet<Vector2i>();
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var allExterior = new HashSet<Vector2i>(dungeon.CorridorExteriorTiles);
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allExterior.UnionWith(dungeon.RoomExteriorTiles);
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var tileDef = (ContentTileDefinition) _tileDefManager[gen.Tile];
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var contents = _prototype.Index(gen.Contents);
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foreach (var neighbor in allExterior)
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{
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// Occupado
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if (dungeon.RoomTiles.Contains(neighbor) || checkedTiles.Contains(neighbor) || !_anchorable.TileFree(_grid, neighbor, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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continue;
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if (!random.Prob(gen.Prob) || !checkedTiles.Add(neighbor))
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continue;
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if (reservedTiles.Contains(neighbor))
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continue;
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_maps.SetTile(_gridUid, _grid, neighbor, _tile.GetVariantTile(tileDef, random));
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var gridPos = _maps.GridTileToLocal(_gridUid, _grid, neighbor);
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var protoNames = _entTable.GetSpawns(contents, random);
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_entManager.SpawnEntitiesAttachedTo(gridPos, protoNames);
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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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