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
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149
Content.Server/Procedural/DungeonJob/DungeonJob.OreDunGen.cs
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149
Content.Server/Procedural/DungeonJob/DungeonJob.OreDunGen.cs
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using System.Threading.Tasks;
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using Content.Shared.Procedural;
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using Content.Shared.Procedural.Components;
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using Content.Shared.Procedural.DungeonLayers;
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using Robust.Shared.Collections;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Server.Procedural.DungeonJob;
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public sealed partial class DungeonJob
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{
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/// <summary>
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/// <see cref="OreDunGen"/>
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/// </summary>
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private async Task PostGen(
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OreDunGen gen,
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Dungeon dungeon,
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Random random)
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{
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// Doesn't use dungeon data because layers and we don't need top-down support at the moment.
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var emptyTiles = false;
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var replaceEntities = new Dictionary<Vector2i, EntityUid>();
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var availableTiles = new List<Vector2i>();
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foreach (var node in dungeon.AllTiles)
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{
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// Empty tile, skip if relevant.
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if (!emptyTiles && (!_maps.TryGetTile(_grid, node, out var tile) || tile.IsEmpty))
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continue;
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// Check if it's a valid spawn, if so then use it.
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var enumerator = _maps.GetAnchoredEntitiesEnumerator(_gridUid, _grid, node);
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var found = false;
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// We use existing entities as a mark to spawn in place
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// OR
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// We check for any existing entities to see if we can spawn there.
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while (enumerator.MoveNext(out var uid))
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{
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// We can't replace so just stop here.
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if (gen.Replacement == null)
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break;
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var prototype = _entManager.GetComponent<MetaDataComponent>(uid.Value).EntityPrototype;
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if (prototype?.ID == gen.Replacement)
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{
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replaceEntities[node] = uid.Value;
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found = true;
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break;
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}
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}
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if (!found)
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continue;
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// Add it to valid nodes.
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availableTiles.Add(node);
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await SuspendDungeon();
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if (!ValidateResume())
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return;
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}
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var remapping = new Dictionary<EntProtoId, EntProtoId>();
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// TODO: Move this to engine
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if (_prototype.TryIndex(gen.Entity, out var proto) &&
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proto.Components.TryGetComponent("EntityRemap", out var comps))
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{
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var remappingComp = (EntityRemapComponent) comps;
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remapping = remappingComp.Mask;
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}
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var frontier = new ValueList<Vector2i>(32);
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// Iterate the group counts and pathfind out each group.
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for (var i = 0; i < gen.Count; i++)
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{
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await SuspendDungeon();
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if (!ValidateResume())
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return;
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var groupSize = random.Next(gen.MinGroupSize, gen.MaxGroupSize + 1);
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// While we have remaining tiles keep iterating
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while (groupSize >= 0 && availableTiles.Count > 0)
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{
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var startNode = random.PickAndTake(availableTiles);
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frontier.Clear();
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frontier.Add(startNode);
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// This essentially may lead to a vein being split in multiple areas but the count matters more than position.
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while (frontier.Count > 0 && groupSize >= 0)
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{
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// Need to pick a random index so we don't just get straight lines of ores.
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var frontierIndex = random.Next(frontier.Count);
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var node = frontier[frontierIndex];
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frontier.RemoveSwap(frontierIndex);
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availableTiles.Remove(node);
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// Add neighbors if they're valid, worst case we add no more and pick another random seed tile.
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for (var x = -1; x <= 1; x++)
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{
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for (var y = -1; y <= 1; y++)
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{
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if (x != 0 && y != 0)
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continue;
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var neighbor = new Vector2i(node.X + x, node.Y + y);
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if (frontier.Contains(neighbor) || !availableTiles.Contains(neighbor))
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continue;
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frontier.Add(neighbor);
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}
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}
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var prototype = gen.Entity;
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if (replaceEntities.TryGetValue(node, out var existingEnt))
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{
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var existingProto = _entManager.GetComponent<MetaDataComponent>(existingEnt).EntityPrototype;
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_entManager.DeleteEntity(existingEnt);
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if (existingProto != null && remapping.TryGetValue(existingProto.ID, out var remapped))
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{
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prototype = remapped;
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}
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}
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// Tile valid salad so add it.
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_entManager.SpawnAtPosition(prototype, _maps.GridTileToLocal(_gridUid, _grid, node));
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groupSize--;
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}
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}
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if (groupSize > 0)
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{
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_sawmill.Warning($"Found remaining group size for ore veins!");
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}
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}
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}
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}
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