Gateway destinations (#21040)
* Gateway generation * Gateway stuff * gatewehs * mercenaries * play area * Range fixes and tweaks * weh * Gateway UI polish * Lots of fixes * Knock some items off * Fix dungeon spawning Realistically we should probably be using a salvage job. * wahwah * wehvs * expression * weh * eee * a * a * WEH * frfr * Gatwey * Fix gateway windows * Fix gateway windows * a * a * Better layer masking * a * a * Noise fixes * a * Fix fractal calculations * a * More fixes * Fixes * Add layers back in * Fixes * namespaces and ftl * Other TODO * Fix distance * Cleanup * Fix test
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@@ -6,6 +6,7 @@ using Content.Server.Decals;
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using Content.Server.GameTicking.Events;
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using Content.Shared.CCVar;
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using Content.Shared.Construction.EntitySystems;
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using Content.Shared.GameTicking;
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using Content.Shared.Physics;
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using Content.Shared.Procedural;
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using Robust.Server.GameObjects;
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@@ -48,6 +49,7 @@ public sealed partial class DungeonSystem : SharedDungeonSystem
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_console.RegisterCommand("dungen_preset_vis", Loc.GetString("cmd-dungen_preset_vis-desc"), Loc.GetString("cmd-dungen_preset_vis-help"), DungeonPresetVis, PresetCallback);
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_console.RegisterCommand("dungen_pack_vis", Loc.GetString("cmd-dungen_pack_vis-desc"), Loc.GetString("cmd-dungen_pack_vis-help"), DungeonPackVis, PackCallback);
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_prototype.PrototypesReloaded += PrototypeReload;
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SubscribeLocalEvent<RoundRestartCleanupEvent>(OnRoundCleanup);
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SubscribeLocalEvent<RoundStartingEvent>(OnRoundStart);
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}
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@@ -57,7 +59,7 @@ public sealed partial class DungeonSystem : SharedDungeonSystem
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_dungeonJobQueue.Process();
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}
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private void OnRoundStart(RoundStartingEvent ev)
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private void OnRoundCleanup(RoundRestartCleanupEvent ev)
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{
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foreach (var token in _dungeonJobs.Values)
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{
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@@ -65,6 +67,10 @@ public sealed partial class DungeonSystem : SharedDungeonSystem
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}
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_dungeonJobs.Clear();
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}
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private void OnRoundStart(RoundStartingEvent ev)
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{
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var query = AllEntityQuery<DungeonAtlasTemplateComponent>();
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while (query.MoveNext(out var uid, out _))
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@@ -192,7 +198,6 @@ public sealed partial class DungeonSystem : SharedDungeonSystem
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_dungeonJobs.Add(job, cancelToken);
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_dungeonJobQueue.EnqueueJob(job);
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job.Run();
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}
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public async Task<Dungeon> GenerateDungeonAsync(
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