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:
309
Content.Server/Procedural/DungeonJob/DungeonJob.cs
Normal file
309
Content.Server/Procedural/DungeonJob/DungeonJob.cs
Normal file
@@ -0,0 +1,309 @@
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
using Content.Server.Decals;
|
||||
using Content.Server.NPC.Components;
|
||||
using Content.Server.NPC.HTN;
|
||||
using Content.Server.NPC.Systems;
|
||||
using Content.Shared.Construction.EntitySystems;
|
||||
using Content.Shared.Maps;
|
||||
using Content.Shared.Procedural;
|
||||
using Content.Shared.Procedural.DungeonGenerators;
|
||||
using Content.Shared.Procedural.DungeonLayers;
|
||||
using Content.Shared.Procedural.PostGeneration;
|
||||
using Content.Shared.Tag;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Server.Physics;
|
||||
using Robust.Shared.CPUJob.JobQueues;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Map.Components;
|
||||
using Robust.Shared.Physics.Components;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Random;
|
||||
using Robust.Shared.Utility;
|
||||
using IDunGenLayer = Content.Shared.Procedural.IDunGenLayer;
|
||||
|
||||
namespace Content.Server.Procedural.DungeonJob;
|
||||
|
||||
public sealed partial class DungeonJob : Job<List<Dungeon>>
|
||||
{
|
||||
public bool TimeSlice = true;
|
||||
|
||||
private readonly IEntityManager _entManager;
|
||||
private readonly IPrototypeManager _prototype;
|
||||
private readonly ITileDefinitionManager _tileDefManager;
|
||||
|
||||
private readonly AnchorableSystem _anchorable;
|
||||
private readonly DecalSystem _decals;
|
||||
private readonly DungeonSystem _dungeon;
|
||||
private readonly EntityLookupSystem _lookup;
|
||||
private readonly TagSystem _tags;
|
||||
private readonly TileSystem _tile;
|
||||
private readonly SharedMapSystem _maps;
|
||||
private readonly SharedTransformSystem _transform;
|
||||
|
||||
private EntityQuery<PhysicsComponent> _physicsQuery;
|
||||
private EntityQuery<TransformComponent> _xformQuery;
|
||||
|
||||
private readonly DungeonConfigPrototype _gen;
|
||||
private readonly int _seed;
|
||||
private readonly Vector2i _position;
|
||||
|
||||
private readonly EntityUid _gridUid;
|
||||
private readonly MapGridComponent _grid;
|
||||
|
||||
private readonly ISawmill _sawmill;
|
||||
|
||||
public DungeonJob(
|
||||
ISawmill sawmill,
|
||||
double maxTime,
|
||||
IEntityManager entManager,
|
||||
IPrototypeManager prototype,
|
||||
ITileDefinitionManager tileDefManager,
|
||||
AnchorableSystem anchorable,
|
||||
DecalSystem decals,
|
||||
DungeonSystem dungeon,
|
||||
EntityLookupSystem lookup,
|
||||
TileSystem tile,
|
||||
SharedTransformSystem transform,
|
||||
DungeonConfigPrototype gen,
|
||||
MapGridComponent grid,
|
||||
EntityUid gridUid,
|
||||
int seed,
|
||||
Vector2i position,
|
||||
CancellationToken cancellation = default) : base(maxTime, cancellation)
|
||||
{
|
||||
_sawmill = sawmill;
|
||||
_entManager = entManager;
|
||||
_prototype = prototype;
|
||||
_tileDefManager = tileDefManager;
|
||||
|
||||
_anchorable = anchorable;
|
||||
_decals = decals;
|
||||
_dungeon = dungeon;
|
||||
_lookup = lookup;
|
||||
_tile = tile;
|
||||
_tags = _entManager.System<TagSystem>();
|
||||
_maps = _entManager.System<SharedMapSystem>();
|
||||
_transform = transform;
|
||||
|
||||
_physicsQuery = _entManager.GetEntityQuery<PhysicsComponent>();
|
||||
_xformQuery = _entManager.GetEntityQuery<TransformComponent>();
|
||||
|
||||
_gen = gen;
|
||||
_grid = grid;
|
||||
_gridUid = gridUid;
|
||||
_seed = seed;
|
||||
_position = position;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the relevant dungeon, running recursively as relevant.
|
||||
/// </summary>
|
||||
/// <param name="reserve">Should we reserve tiles even if the config doesn't specify.</param>
|
||||
private async Task<List<Dungeon>> GetDungeons(
|
||||
Vector2i position,
|
||||
DungeonConfigPrototype config,
|
||||
DungeonData data,
|
||||
List<IDunGenLayer> layers,
|
||||
HashSet<Vector2i> reservedTiles,
|
||||
int seed,
|
||||
Random random)
|
||||
{
|
||||
var dungeons = new List<Dungeon>();
|
||||
var count = random.Next(config.MinCount, config.MaxCount + 1);
|
||||
|
||||
for (var i = 0; i < count; i++)
|
||||
{
|
||||
position += random.NextPolarVector2(config.MinOffset, config.MaxOffset).Floored();
|
||||
|
||||
foreach (var layer in layers)
|
||||
{
|
||||
await RunLayer(dungeons, data, position, layer, reservedTiles, seed, random);
|
||||
|
||||
if (config.ReserveTiles)
|
||||
{
|
||||
foreach (var dungeon in dungeons)
|
||||
{
|
||||
reservedTiles.UnionWith(dungeon.AllTiles);
|
||||
}
|
||||
}
|
||||
|
||||
await SuspendDungeon();
|
||||
if (!ValidateResume())
|
||||
return new List<Dungeon>();
|
||||
}
|
||||
}
|
||||
|
||||
return dungeons;
|
||||
}
|
||||
|
||||
protected override async Task<List<Dungeon>?> Process()
|
||||
{
|
||||
_sawmill.Info($"Generating dungeon {_gen.ID} with seed {_seed} on {_entManager.ToPrettyString(_gridUid)}");
|
||||
_grid.CanSplit = false;
|
||||
var random = new Random(_seed);
|
||||
var position = (_position + random.NextPolarVector2(_gen.MinOffset, _gen.MaxOffset)).Floored();
|
||||
|
||||
// Tiles we can no longer generate on due to being reserved elsewhere.
|
||||
var reservedTiles = new HashSet<Vector2i>();
|
||||
|
||||
var dungeons = await GetDungeons(position, _gen, _gen.Data, _gen.Layers, reservedTiles, _seed, random);
|
||||
// To make it slightly more deterministic treat this RNG as separate ig.
|
||||
|
||||
// Post-processing after finishing loading.
|
||||
|
||||
// Defer splitting so they don't get spammed and so we don't have to worry about tracking the grid along the way.
|
||||
_grid.CanSplit = true;
|
||||
_entManager.System<GridFixtureSystem>().CheckSplits(_gridUid);
|
||||
var npcSystem = _entManager.System<NPCSystem>();
|
||||
var npcs = new HashSet<Entity<HTNComponent>>();
|
||||
|
||||
_lookup.GetChildEntities(_gridUid, npcs);
|
||||
|
||||
foreach (var npc in npcs)
|
||||
{
|
||||
npcSystem.WakeNPC(npc.Owner, npc.Comp);
|
||||
}
|
||||
|
||||
return dungeons;
|
||||
}
|
||||
|
||||
private async Task RunLayer(
|
||||
List<Dungeon> dungeons,
|
||||
DungeonData data,
|
||||
Vector2i position,
|
||||
IDunGenLayer layer,
|
||||
HashSet<Vector2i> reservedTiles,
|
||||
int seed,
|
||||
Random random)
|
||||
{
|
||||
_sawmill.Debug($"Doing postgen {layer.GetType()} for {_gen.ID} with seed {_seed}");
|
||||
|
||||
// If there's a way to just call the methods directly for the love of god tell me.
|
||||
// Some of these don't care about reservedtiles because they only operate on dungeon tiles (which should
|
||||
// never be reserved)
|
||||
|
||||
// Some may or may not return dungeons.
|
||||
// It's clamplicated but yeah procgen layering moment I'll take constructive feedback.
|
||||
|
||||
switch (layer)
|
||||
{
|
||||
case AutoCablingDunGen cabling:
|
||||
await PostGen(cabling, data, dungeons[^1], reservedTiles, random);
|
||||
break;
|
||||
case BiomeMarkerLayerDunGen markerPost:
|
||||
await PostGen(markerPost, data, dungeons[^1], reservedTiles, random);
|
||||
break;
|
||||
case BiomeDunGen biome:
|
||||
await PostGen(biome, data, dungeons[^1], reservedTiles, random);
|
||||
break;
|
||||
case BoundaryWallDunGen boundary:
|
||||
await PostGen(boundary, data, dungeons[^1], reservedTiles, random);
|
||||
break;
|
||||
case CornerClutterDunGen clutter:
|
||||
await PostGen(clutter, data, dungeons[^1], reservedTiles, random);
|
||||
break;
|
||||
case CorridorClutterDunGen corClutter:
|
||||
await PostGen(corClutter, data, dungeons[^1], reservedTiles, random);
|
||||
break;
|
||||
case CorridorDunGen cordor:
|
||||
await PostGen(cordor, data, dungeons[^1], reservedTiles, random);
|
||||
break;
|
||||
case CorridorDecalSkirtingDunGen decks:
|
||||
await PostGen(decks, data, dungeons[^1], reservedTiles, random);
|
||||
break;
|
||||
case EntranceFlankDunGen flank:
|
||||
await PostGen(flank, data, dungeons[^1], reservedTiles, random);
|
||||
break;
|
||||
case ExteriorDunGen exterior:
|
||||
dungeons.AddRange(await GenerateExteriorDungen(position, exterior, reservedTiles, random));
|
||||
break;
|
||||
case FillGridDunGen fill:
|
||||
dungeons.Add(await GenerateFillDunGen(data, reservedTiles));
|
||||
break;
|
||||
case JunctionDunGen junc:
|
||||
await PostGen(junc, data, dungeons[^1], reservedTiles, random);
|
||||
break;
|
||||
case MiddleConnectionDunGen dordor:
|
||||
await PostGen(dordor, data, dungeons[^1], reservedTiles, random);
|
||||
break;
|
||||
case DungeonEntranceDunGen entrance:
|
||||
await PostGen(entrance, data, dungeons[^1], reservedTiles, random);
|
||||
break;
|
||||
case ExternalWindowDunGen externalWindow:
|
||||
await PostGen(externalWindow, data, dungeons[^1], reservedTiles, random);
|
||||
break;
|
||||
case InternalWindowDunGen internalWindow:
|
||||
await PostGen(internalWindow, data, dungeons[^1], reservedTiles, random);
|
||||
break;
|
||||
case MobsDunGen mob:
|
||||
await PostGen(mob, dungeons[^1], random);
|
||||
break;
|
||||
case NoiseDistanceDunGen distance:
|
||||
dungeons.Add(await GenerateNoiseDistanceDunGen(position, distance, reservedTiles, seed, random));
|
||||
break;
|
||||
case NoiseDunGen noise:
|
||||
dungeons.Add(await GenerateNoiseDunGen(position, noise, reservedTiles, seed, random));
|
||||
break;
|
||||
case OreDunGen ore:
|
||||
await PostGen(ore, dungeons[^1], random);
|
||||
break;
|
||||
case PrefabDunGen prefab:
|
||||
dungeons.Add(await GeneratePrefabDunGen(position, data, prefab, reservedTiles, random));
|
||||
break;
|
||||
case PrototypeDunGen prototypo:
|
||||
var groupConfig = _prototype.Index(prototypo.Proto);
|
||||
position = (position + random.NextPolarVector2(groupConfig.MinOffset, groupConfig.MaxOffset)).Floored();
|
||||
|
||||
var dataCopy = groupConfig.Data.Clone();
|
||||
dataCopy.Apply(data);
|
||||
|
||||
dungeons.AddRange(await GetDungeons(position, groupConfig, dataCopy, groupConfig.Layers, reservedTiles, seed, random));
|
||||
break;
|
||||
case ReplaceTileDunGen replace:
|
||||
dungeons.Add(await GenerateTileReplacementDunGen(replace, data, reservedTiles, random));
|
||||
break;
|
||||
case RoomEntranceDunGen rEntrance:
|
||||
await PostGen(rEntrance, data, dungeons[^1], reservedTiles, random);
|
||||
break;
|
||||
case SplineDungeonConnectorDunGen spline:
|
||||
dungeons.Add(await PostGen(spline, data, dungeons, reservedTiles, random));
|
||||
break;
|
||||
case WallMountDunGen wall:
|
||||
await PostGen(wall, data, dungeons[^1], reservedTiles, random);
|
||||
break;
|
||||
case WormCorridorDunGen worm:
|
||||
await PostGen(worm, data, dungeons[^1], reservedTiles, random);
|
||||
break;
|
||||
default:
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
}
|
||||
|
||||
private void LogDataError(Type type)
|
||||
{
|
||||
_sawmill.Error($"Unable to find dungeon data keys for {type}");
|
||||
}
|
||||
|
||||
[Pure]
|
||||
private bool ValidateResume()
|
||||
{
|
||||
if (_entManager.Deleted(_gridUid))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Wrapper around <see cref="Job{T}.SuspendIfOutOfTime"/>
|
||||
/// </summary>
|
||||
private async Task SuspendDungeon()
|
||||
{
|
||||
if (!TimeSlice)
|
||||
return;
|
||||
|
||||
await SuspendIfOutOfTime();
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user