Haunted dungeon template (#23768)

* haunted dungeon

* Initial work

Still needs prefab gen work to make it interesting.

* ime a worm

* weh

* Work

* Slight tweaks

---------

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
Emisse
2024-03-23 21:37:18 -06:00
committed by GitHub
parent 2cc8db3007
commit 952b7f4c4e
17 changed files with 4009 additions and 67 deletions

View File

@@ -0,0 +1,53 @@
using System.Threading.Tasks;
using Content.Shared.Procedural;
using Content.Shared.Procedural.PostGeneration;
using Content.Shared.Storage;
using Robust.Shared.Map.Components;
using Robust.Shared.Physics.Components;
using Robust.Shared.Random;
namespace Content.Server.Procedural;
public sealed partial class DungeonJob
{
private async Task PostGen(CorridorClutterPostGen gen, Dungeon dungeon, EntityUid gridUid, MapGridComponent grid,
Random random)
{
var physicsQuery = _entManager.GetEntityQuery<PhysicsComponent>();
var count = (int) Math.Ceiling(dungeon.CorridorTiles.Count * gen.Chance);
while (count > 0)
{
var tile = random.Pick(dungeon.CorridorTiles);
var enumerator = _maps.GetAnchoredEntitiesEnumerator(_gridUid, _grid, tile);
var blocked = false;
while (enumerator.MoveNext(out var ent))
{
if (!physicsQuery.TryGetComponent(ent, out var physics) ||
!physics.CanCollide ||
!physics.Hard)
{
continue;
}
blocked = true;
break;
}
if (blocked)
continue;
count--;
var protos = EntitySpawnCollection.GetSpawns(gen.Contents, random);
var coords = _maps.ToCenterCoordinates(_gridUid, tile, _grid);
_entManager.SpawnEntities(coords, protos);
await SuspendIfOutOfTime();
if (!ValidateResume())
return;
}
}
}