Don't spawn mobs on blocked dungeon tiles (#17910)

a
This commit is contained in:
metalgearsloth
2023-07-10 05:20:55 +10:00
committed by GitHub
parent 982e8f3865
commit 7a63238487
5 changed files with 58 additions and 41 deletions

View File

@@ -23,9 +23,6 @@ public sealed partial class DungeonJob
* Run after the main dungeon generation
*/
private const int CollisionMask = (int) CollisionGroup.Impassable;
private const int CollisionLayer = (int) CollisionGroup.Impassable;
private bool HasWall(MapGridComponent grid, Vector2i tile)
{
var anchored = grid.GetAnchoredEntitiesEnumerator(tile);
@@ -194,7 +191,7 @@ public sealed partial class DungeonJob
if (dungeon.RoomTiles.Contains(neighbor))
continue;
if (!_anchorable.TileFree(grid, neighbor, CollisionLayer, CollisionMask))
if (!_anchorable.TileFree(grid, neighbor, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
continue;
tiles.Add((neighbor, _tileDefManager.GetVariantTile(tileDef, random)));
@@ -205,7 +202,7 @@ public sealed partial class DungeonJob
if (dungeon.RoomTiles.Contains(index))
continue;
if (!_anchorable.TileFree(grid, index, CollisionLayer, CollisionMask))
if (!_anchorable.TileFree(grid, index, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
continue;
tiles.Add((index, _tileDefManager.GetVariantTile(tileDef, random)));
@@ -217,7 +214,7 @@ public sealed partial class DungeonJob
for (var i = 0; i < tiles.Count; i++)
{
var index = tiles[i];
if (!_anchorable.TileFree(grid, index.Index, CollisionLayer, CollisionMask))
if (!_anchorable.TileFree(grid, index.Index, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
continue;
// If no cardinal neighbors in dungeon then we're a corner.
@@ -469,13 +466,13 @@ public sealed partial class DungeonJob
}
// Check if exterior spot free.
if (!_anchorable.TileFree(_grid, tile, CollisionLayer, CollisionMask))
if (!_anchorable.TileFree(_grid, tile, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
{
continue;
}
// Check if interior spot free (no guarantees on exterior but ClearDoor should handle it)
if (!_anchorable.TileFree(_grid, dirVec, CollisionLayer, CollisionMask))
if (!_anchorable.TileFree(_grid, dirVec, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
{
continue;
}
@@ -542,7 +539,7 @@ public sealed partial class DungeonJob
break;
// Room tile / already used.
if (!_anchorable.TileFree(_grid, tile, CollisionLayer, CollisionMask) ||
if (!_anchorable.TileFree(_grid, tile, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask) ||
takenTiles.Contains(tile))
{
continue;
@@ -562,7 +559,7 @@ public sealed partial class DungeonJob
if (!allExterior.Contains(neighbor) ||
takenTiles.Contains(neighbor) ||
!_anchorable.TileFree(grid, neighbor, CollisionLayer, CollisionMask))
!_anchorable.TileFree(grid, neighbor, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
{
isValid = false;
break;
@@ -577,7 +574,7 @@ public sealed partial class DungeonJob
if (allExterior.Contains(perpTile) ||
takenTiles.Contains(neighbor) ||
!_anchorable.TileFree(_grid, perpTile, CollisionLayer, CollisionMask))
!_anchorable.TileFree(_grid, perpTile, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
{
isValid = false;
break;
@@ -684,7 +681,7 @@ public sealed partial class DungeonJob
var windowTile = tile + dirVec;
if (!_anchorable.TileFree(grid, windowTile, CollisionLayer, CollisionMask))
if (!_anchorable.TileFree(grid, windowTile, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
continue;
validTiles.Add(windowTile);
@@ -930,7 +927,7 @@ public sealed partial class DungeonJob
// N-wide junctions
foreach (var tile in dungeon.CorridorTiles)
{
if (!_anchorable.TileFree(_grid, tile, CollisionLayer, CollisionMask))
if (!_anchorable.TileFree(_grid, tile, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
continue;
// Check each direction:
@@ -967,7 +964,7 @@ public sealed partial class DungeonJob
}
// If we're not at the end tile then check it + perpendicular are free.
if (!_anchorable.TileFree(_grid, neighbor, CollisionLayer, CollisionMask))
if (!_anchorable.TileFree(_grid, neighbor, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
{
isValid = false;
break;
@@ -976,13 +973,13 @@ public sealed partial class DungeonJob
var perp1 = tile + neighborVec * j + ((Direction) ((i * 2 + 2) % 8)).ToIntVec();
var perp2 = tile + neighborVec * j + ((Direction) ((i * 2 + 6) % 8)).ToIntVec();
if (!_anchorable.TileFree(_grid, perp1, CollisionLayer, CollisionMask))
if (!_anchorable.TileFree(_grid, perp1, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
{
isValid = false;
break;
}
if (!_anchorable.TileFree(_grid, perp2, CollisionLayer, CollisionMask))
if (!_anchorable.TileFree(_grid, perp2, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
{
isValid = false;
break;
@@ -1004,7 +1001,7 @@ public sealed partial class DungeonJob
var cornerVec = cornerDir.ToIntVec();
var cornerNeighbor = tile + neighborVec * j + cornerVec;
if (_anchorable.TileFree(_grid, cornerNeighbor, CollisionLayer, CollisionMask))
if (_anchorable.TileFree(_grid, cornerNeighbor, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
{
freeCount++;
}
@@ -1071,7 +1068,7 @@ public sealed partial class DungeonJob
if (dungeon.RoomTiles.Contains(neighbor))
continue;
if (!_anchorable.TileFree(grid, neighbor, CollisionLayer, CollisionMask))
if (!_anchorable.TileFree(grid, neighbor, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
continue;
roomEdges.Add(neighbor);
@@ -1133,7 +1130,7 @@ public sealed partial class DungeonJob
{
var node = nodeDistances[i].Node;
var gridPos = grid.GridTileToLocal(node);
if (!_anchorable.TileFree(grid, node, CollisionLayer, CollisionMask))
if (!_anchorable.TileFree(grid, node, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
continue;
width--;
@@ -1193,8 +1190,8 @@ public sealed partial class DungeonJob
{
if (!physicsQuery.TryGetComponent(ent, out var physics) ||
!physics.Hard ||
(CollisionMask & physics.CollisionLayer) == 0x0 &&
(CollisionLayer & physics.CollisionMask) == 0x0)
(DungeonSystem.CollisionMask & physics.CollisionLayer) == 0x0 &&
(DungeonSystem.CollisionLayer & physics.CollisionMask) == 0x0)
{
continue;
}
@@ -1217,7 +1214,7 @@ public sealed partial class DungeonJob
foreach (var neighbor in allExterior)
{
// Occupado
if (dungeon.RoomTiles.Contains(neighbor) || checkedTiles.Contains(neighbor) || !_anchorable.TileFree(grid, neighbor, CollisionLayer, CollisionMask))
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))