VGRoid support (#27659)

* Dungeon spawn support for grid spawns

* Recursive dungeons working

* Mask approach working

* zack

* More work

* Fix recursive dungeons

* Heap of work

* weh

* the cud

* rar

* Job

* weh

* weh

* weh

* Master merges

* orch

* weh

* vgroid most of the work

* Tweaks

* Tweaks

* weh

* do do do do do do

* Basic layout

* Ore spawning working

* Big breaking changes

* Mob gen working

* weh

* Finalising

* emo

* More finalising

* reverty

* Reduce distance
This commit is contained in:
metalgearsloth
2024-07-03 22:23:11 +10:00
committed by GitHub
parent 1faa1b5df6
commit a2f99cc69e
103 changed files with 4928 additions and 2627 deletions

View File

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using System.Threading.Tasks;
using Content.Shared.Procedural;
using Content.Shared.Procedural.DungeonGenerators;
using Content.Shared.Procedural.PostGeneration;
using Robust.Shared.Map;
using Robust.Shared.Random;
namespace Content.Server.Procedural.DungeonJob;
public sealed partial class DungeonJob
{
/// <summary>
/// <see cref="ReplaceTileDunGen"/>
/// </summary>
private async Task<Dungeon> GenerateTileReplacementDunGen(ReplaceTileDunGen gen, DungeonData data, HashSet<Vector2i> reservedTiles, Random random)
{
var tiles = _maps.GetAllTilesEnumerator(_gridUid, _grid);
var replacements = new List<(Vector2i Index, Tile Tile)>();
var reserved = new HashSet<Vector2i>();
while (tiles.MoveNext(out var tileRef))
{
var node = tileRef.Value.GridIndices;
if (reservedTiles.Contains(node))
continue;
foreach (var layer in gen.Layers)
{
var value = layer.Noise.GetNoise(node.X, node.Y);
if (value < layer.Threshold)
continue;
Tile tile;
if (random.Prob(gen.VariantWeight))
{
tile = _tileDefManager.GetVariantTile(_prototype.Index(layer.Tile), random);
}
else
{
tile = new Tile(_prototype.Index(layer.Tile).TileId);
}
replacements.Add((node, tile));
reserved.Add(node);
break;
}
await SuspendDungeon();
}
_maps.SetTiles(_gridUid, _grid, replacements);
return new Dungeon(new List<DungeonRoom>()
{
new DungeonRoom(reserved, _position, Box2i.Empty, new HashSet<Vector2i>()),
});
}
}