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

@@ -0,0 +1,46 @@
using System.Threading.Tasks;
using Content.Shared.Maps;
using Content.Shared.Procedural;
using Content.Shared.Procedural.PostGeneration;
using Content.Shared.Storage;
using Robust.Shared.Random;
namespace Content.Server.Procedural.DungeonJob;
public sealed partial class DungeonJob
{
/// <summary>
/// <see cref="WallMountDunGen"/>
/// </summary>
private async Task PostGen(WallMountDunGen gen, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
{
var checkedTiles = new HashSet<Vector2i>();
var allExterior = new HashSet<Vector2i>(dungeon.CorridorExteriorTiles);
allExterior.UnionWith(dungeon.RoomExteriorTiles);
var tileDef = (ContentTileDefinition) _tileDefManager[gen.Tile];
var contents = _prototype.Index(gen.Contents);
foreach (var neighbor in allExterior)
{
// Occupado
if (dungeon.RoomTiles.Contains(neighbor) || checkedTiles.Contains(neighbor) || !_anchorable.TileFree(_grid, neighbor, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
continue;
if (!random.Prob(gen.Prob) || !checkedTiles.Add(neighbor))
continue;
if (reservedTiles.Contains(neighbor))
continue;
_maps.SetTile(_gridUid, _grid, neighbor, _tile.GetVariantTile(tileDef, random));
var gridPos = _maps.GridTileToLocal(_gridUid, _grid, neighbor);
var protoNames = _entTable.GetSpawns(contents, random);
_entManager.SpawnEntitiesAttachedTo(gridPos, protoNames);
await SuspendDungeon();
if (!ValidateResume())
return;
}
}
}