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))

View File

@@ -6,6 +6,7 @@ using Content.Server.Decals;
using Content.Server.GameTicking.Events;
using Content.Shared.CCVar;
using Content.Shared.Construction.EntitySystems;
using Content.Shared.Physics;
using Content.Shared.Procedural;
using Robust.Server.GameObjects;
using Robust.Shared.Configuration;
@@ -33,6 +34,9 @@ public sealed partial class DungeonSystem : SharedDungeonSystem
private const double DungeonJobTime = 0.005;
public const int CollisionMask = (int) CollisionGroup.Impassable;
public const int CollisionLayer = (int) CollisionGroup.Impassable;
private readonly JobQueue _dungeonJobQueue = new(DungeonJobTime);
private readonly Dictionary<DungeonJob, CancellationTokenSource> _dungeonJobs = new();

View File

@@ -20,8 +20,6 @@ public sealed partial class SalvageSystem
* Handles setup / teardown of salvage expeditions.
*/
[Dependency] private readonly CargoSystem _cargo = default!;
private const int MissionLimit = 5;
private readonly JobQueue _salvageQueue = new();
@@ -269,7 +267,7 @@ public sealed partial class SalvageSystem
_timing,
_mapManager,
_prototypeManager,
_tileDefManager,
_anchorable,
_biome,
_dungeon,
this,

View File

@@ -1,5 +1,6 @@
using System.Linq;
using System.Numerics;
using Content.Server.Cargo.Systems;
using Content.Server.Construction;
using Content.Server.GameTicking;
using Content.Server.Radio.EntitySystems;
@@ -21,6 +22,7 @@ using Content.Server.Procedural;
using Content.Server.Shuttles.Systems;
using Content.Server.Station.Systems;
using Content.Shared.CCVar;
using Content.Shared.Construction.EntitySystems;
using Content.Shared.Random;
using Content.Shared.Random.Helpers;
using Robust.Server.Maps;
@@ -37,8 +39,9 @@ namespace Content.Server.Salvage
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly ITileDefinitionManager _tileDefManager = default!;
[Dependency] private readonly AnchorableSystem _anchorable = default!;
[Dependency] private readonly BiomeSystem _biome = default!;
[Dependency] private readonly CargoSystem _cargo = default!;
[Dependency] private readonly DungeonSystem _dungeon = default!;
[Dependency] private readonly MapLoaderSystem _map = default!;
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;

View File

@@ -12,25 +12,23 @@ using Content.Server.Procedural;
using Content.Server.Salvage.Expeditions;
using Content.Server.Salvage.Expeditions.Structure;
using Content.Shared.Atmos;
using Content.Shared.Construction.EntitySystems;
using Content.Shared.Dataset;
using Content.Shared.Gravity;
using Content.Shared.Parallax.Biomes;
using Content.Shared.Parallax.Biomes.Markers;
using Content.Shared.Physics;
using Content.Shared.Procedural;
using Content.Shared.Procedural.Loot;
using Content.Shared.Random;
using Content.Shared.Random.Helpers;
using Content.Shared.Salvage;
using Content.Shared.Salvage.Expeditions;
using Content.Shared.Salvage.Expeditions.Modifiers;
using Content.Shared.Storage;
using Robust.Shared.Collections;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Noise;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Server.Salvage;
@@ -40,7 +38,7 @@ public sealed class SpawnSalvageMissionJob : Job<bool>
private readonly IGameTiming _timing;
private readonly IMapManager _mapManager;
private readonly IPrototypeManager _prototypeManager;
private readonly ITileDefinitionManager _tileDefManager;
private readonly AnchorableSystem _anchorable;
private readonly BiomeSystem _biome;
private readonly DungeonSystem _dungeon;
private readonly SalvageSystem _salvage;
@@ -54,7 +52,7 @@ public sealed class SpawnSalvageMissionJob : Job<bool>
IGameTiming timing,
IMapManager mapManager,
IPrototypeManager protoManager,
ITileDefinitionManager tileDefManager,
AnchorableSystem anchorable,
BiomeSystem biome,
DungeonSystem dungeon,
SalvageSystem salvage,
@@ -66,7 +64,7 @@ public sealed class SpawnSalvageMissionJob : Job<bool>
_timing = timing;
_mapManager = mapManager;
_prototypeManager = protoManager;
_tileDefManager = tileDefManager;
_anchorable = anchorable;
_biome = biome;
_dungeon = dungeon;
_salvage = salvage;
@@ -314,6 +312,7 @@ public sealed class SpawnSalvageMissionJob : Job<bool>
// scale affects how many groups are spawned, not the size of the groups themselves
var groupSpawns = _salvage.GetSpawnCount(mission.Difficulty) * scale;
var groupSum = faction.MobGroups.Sum(o => o.Prob);
var validSpawns = new List<Vector2i>();
for (var i = 0; i < groupSpawns; i++)
{
@@ -332,7 +331,20 @@ public sealed class SpawnSalvageMissionJob : Job<bool>
var spawnRoomIndex = random.Next(dungeon.Rooms.Count);
var spawnRoom = dungeon.Rooms[spawnRoomIndex];
var spawnTile = spawnRoom.Tiles.ElementAt(random.Next(spawnRoom.Tiles.Count));
validSpawns.Clear();
validSpawns.AddRange(spawnRoom.Tiles);
random.Shuffle(validSpawns);
while (validSpawns.Count > 0)
{
var spawnTile = validSpawns[^1];
if (!_anchorable.TileFree(grid, spawnTile, (int) CollisionGroup.MachineLayer, (int) CollisionGroup.MachineLayer))
{
validSpawns.RemoveAt(validSpawns.Count - 1);
continue;
}
var spawnPosition = grid.GridTileToLocal(spawnTile);
foreach (var entry in EntitySpawnCollection.GetSpawns(mobGroup.Entries, random))
@@ -343,6 +355,9 @@ public sealed class SpawnSalvageMissionJob : Job<bool>
_entManager.InitializeAndStartEntity(uid);
}
break;
}
await SuspendIfOutOfTime();
break;
}