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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@@ -12,6 +12,7 @@ using Content.Shared.Physics;
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using Content.Shared.Procedural;
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using Content.Shared.Tag;
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using Robust.Server.GameObjects;
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using Robust.Shared.Collections;
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using Robust.Shared.Configuration;
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using Robust.Shared.Console;
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using Robust.Shared.Map;
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@@ -49,7 +50,7 @@ public sealed partial class DungeonSystem : SharedDungeonSystem
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public const int CollisionLayer = (int) CollisionGroup.Impassable;
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private readonly JobQueue _dungeonJobQueue = new(DungeonJobTime);
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private readonly Dictionary<DungeonJob, CancellationTokenSource> _dungeonJobs = new();
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private readonly Dictionary<DungeonJob.DungeonJob, CancellationTokenSource> _dungeonJobs = new();
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[ValidatePrototypeId<ContentTileDefinition>]
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public const string FallbackTileId = "FloorSteel";
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@@ -190,18 +191,16 @@ public sealed partial class DungeonSystem : SharedDungeonSystem
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int seed)
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{
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var cancelToken = new CancellationTokenSource();
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var job = new DungeonJob(
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var job = new DungeonJob.DungeonJob(
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Log,
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DungeonJobTime,
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EntityManager,
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_mapManager,
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_prototype,
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_tileDefManager,
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_anchorable,
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_decals,
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this,
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_lookup,
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_tag,
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_tile,
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_transform,
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gen,
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@@ -215,7 +214,7 @@ public sealed partial class DungeonSystem : SharedDungeonSystem
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_dungeonJobQueue.EnqueueJob(job);
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}
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public async Task<Dungeon> GenerateDungeonAsync(
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public async Task<List<Dungeon>> GenerateDungeonAsync(
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DungeonConfigPrototype gen,
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EntityUid gridUid,
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MapGridComponent grid,
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@@ -223,18 +222,16 @@ public sealed partial class DungeonSystem : SharedDungeonSystem
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int seed)
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{
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var cancelToken = new CancellationTokenSource();
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var job = new DungeonJob(
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var job = new DungeonJob.DungeonJob(
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Log,
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DungeonJobTime,
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EntityManager,
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_mapManager,
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_prototype,
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_tileDefManager,
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_anchorable,
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_decals,
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this,
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_lookup,
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_tag,
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_tile,
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_transform,
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gen,
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