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.PostGeneration;
using Content.Shared.Storage;
using Robust.Shared.Random;
namespace Content.Server.Procedural.DungeonJob;
public sealed partial class DungeonJob
{
/// <summary>
/// <see cref="WallMountDunGen"/>
/// </summary>
private async Task PostGen(WallMountDunGen gen, DungeonData data, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
{
if (!data.Tiles.TryGetValue(DungeonDataKey.FallbackTile, out var tileProto))
{
_sawmill.Error($"Tried to run {nameof(WallMountDunGen)} without any dungeon data set which is unsupported");
return;
}
var tileDef = _prototype.Index(tileProto);
data.SpawnGroups.TryGetValue(DungeonDataKey.WallMounts, out var spawnProto);
var checkedTiles = new HashSet<Vector2i>();
var allExterior = new HashSet<Vector2i>(dungeon.CorridorExteriorTiles);
allExterior.UnionWith(dungeon.RoomExteriorTiles);
var count = 0;
foreach (var neighbor in allExterior)
{
// Occupado
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))
continue;
_maps.SetTile(_gridUid, _grid, neighbor, _tile.GetVariantTile(tileDef, random));
var gridPos = _maps.GridTileToLocal(_gridUid, _grid, neighbor);
var protoNames = EntitySpawnCollection.GetSpawns(_prototype.Index(spawnProto).Entries, random);
_entManager.SpawnEntities(gridPos, protoNames);
count += protoNames.Count;
if (count > 20)
{
count -= 20;
await SuspendDungeon();
if (!ValidateResume())
return;
}
}
}
}