Biome marker layer tweaks (#23663)

* Biome marker layer tweaks

- Ensure veins get spawned at great perf cost (it's time-sliced anyway).
- Bump asteroids from 6 nodes to 10 nodes.

* Fixes

* magnet

* Magnet dictates wreck spawn

* Update Content.Shared/Procedural/PostGeneration/BiomeMarkerLayerPostGen.cs

* mraow
This commit is contained in:
metalgearsloth
2024-01-09 22:44:38 +11:00
committed by GitHub
parent 122611cda9
commit d7eb7b700c
6 changed files with 111 additions and 76 deletions

View File

@@ -1,6 +1,5 @@
<controls:FancyWindow xmlns="https://spacestation14.io"
xmlns:controls="clr-namespace:Content.Client.UserInterface.Controls"
Title="{Loc 'salvage-expedition-window-title'}"
MinSize="800 360">
<BoxContainer Orientation="Vertical">
<BoxContainer Orientation="Horizontal" Name="ProgressionBox" Visible="False">

View File

@@ -31,6 +31,7 @@ public sealed class SalvageExpeditionConsoleBoundUserInterface : BoundUserInterf
{
base.Open();
_window = new OfferingWindow();
_window.Title = Loc.GetString("salvage-expedition-window-title");
_window.OnClose += Close;
_window?.OpenCenteredLeft();
}

View File

@@ -21,6 +21,7 @@ public sealed class SalvageMagnetBoundUserInterface : BoundUserInterface
{
base.Open();
_window = new OfferingWindow();
_window.Title = Loc.GetString("salvage-magnet-window-title");
_window.OnClose += Close;
_window.OpenCenteredLeft();
}

View File

@@ -1,3 +1,4 @@
using System.Linq;
using System.Numerics;
using System.Threading.Tasks;
using Content.Server.Atmos;
@@ -553,54 +554,19 @@ public sealed partial class BiomeSystem : SharedBiomeSystem
bool emptyTiles = true)
{
DebugTools.Assert(count > 0);
var remainingTiles = _tilePool.Get();
var nodeEntities = new Dictionary<Vector2i, EntityUid?>();
var nodeMask = new Dictionary<Vector2i, string?>();
var frontier = new ValueList<Vector2i>(32);
// TODO: Need poisson but crashes whenever I use moony's due to inputs or smth idk
// Get the total amount of groups to spawn across the entire chunk.
// We treat a null entity mask as requiring nothing else on the tile
spawnSet = new Dictionary<Vector2i, string?>();
var visited = _tilePool.Get();
existingEnts = new HashSet<EntityUid>();
// Pick a random tile then BFS outwards from it
// It will bias edge tiles significantly more but will make the CPU cry less.
for (var i = 0; i < count; i++)
// Okay so originally we picked a random tile and BFS outwards
// the problem is if you somehow get a cooked frontier then it might drop entire veins
// hence we'll grab all valid tiles up front and use that as possible seeds.
// It's hella more expensive but stops issues.
for (var x = bounds.Left; x < bounds.Right; x++)
{
var groupSize = rand.Next(layerProto.MinGroupSize, layerProto.MaxGroupSize + 1);
var startNodeX = rand.Next(bounds.Left, bounds.Right);
var startNodeY = rand.Next(bounds.Bottom, bounds.Top);
var startNode = new Vector2i(startNodeX, startNodeY);
frontier.Clear();
frontier.Add(startNode);
visited.Add(startNode);
while (groupSize >= 0 && frontier.Count > 0)
for (var y = bounds.Bottom; y < bounds.Top; y++)
{
var frontierIndex = rand.Next(frontier.Count);
var node = frontier[frontierIndex];
frontier.RemoveSwap(frontierIndex);
// Add neighbors regardless.
for (var x = -1; x <= 1; x++)
{
for (var y = -1; y <= 1; y++)
{
if (x != 0 && y != 0)
continue;
var neighbor = new Vector2i(node.X + x, node.Y + y);
// Check if it's inbounds.
if (!bounds.Contains(neighbor))
continue;
if (!visited.Add(neighbor))
continue;
frontier.Add(neighbor);
}
}
var node = new Vector2i(x, y);
// Empty tile, skip if relevant.
if (!emptyTiles && (!_mapSystem.TryGetTile(grid, node, out var tile) || tile.IsEmpty))
@@ -631,21 +597,77 @@ public sealed partial class BiomeSystem : SharedBiomeSystem
}
DebugTools.Assert(layerProto.EntityMask.Count == 0 || !string.IsNullOrEmpty(proto));
// Don't fight other layers.
if (!spawnSet.TryAdd(node, proto))
continue;
groupSize--;
if (existing != null)
{
existingEnts.Add(existing.Value);
}
remainingTiles.Add(node);
nodeEntities.Add(node, existing);
nodeMask.Add(node, proto);
}
}
_tilePool.Return(visited);
var frontier = new ValueList<Vector2i>(32);
// TODO: Need poisson but crashes whenever I use moony's due to inputs or smth idk
// Get the total amount of groups to spawn across the entire chunk.
// We treat a null entity mask as requiring nothing else on the tile
spawnSet = new Dictionary<Vector2i, string?>();
existingEnts = new HashSet<EntityUid>();
// Iterate the group counts and pathfind out each group.
for (var i = 0; i < count; i++)
{
var groupSize = rand.Next(layerProto.MinGroupSize, layerProto.MaxGroupSize + 1);
// While we have remaining tiles keep iterating
while (groupSize >= 0 && remainingTiles.Count > 0)
{
var startNode = rand.PickAndTake(remainingTiles);
frontier.Clear();
frontier.Add(startNode);
// This essentially may lead to a vein being split in multiple areas but the count matters more than position.
while (frontier.Count > 0 && groupSize >= 0)
{
// Need to pick a random index so we don't just get straight lines of ores.
var frontierIndex = rand.Next(frontier.Count);
var node = frontier[frontierIndex];
frontier.RemoveSwap(frontierIndex);
remainingTiles.Remove(node);
// Add neighbors if they're valid, worst case we add no more and pick another random seed tile.
for (var x = -1; x <= 1; x++)
{
for (var y = -1; y <= 1; y++)
{
if (x != 0 && y != 0)
continue;
var neighbor = new Vector2i(node.X + x, node.Y + y);
if (frontier.Contains(neighbor) || !remainingTiles.Contains(neighbor))
continue;
frontier.Add(neighbor);
}
}
// Tile valid salad so add it.
var mask = nodeMask[node];
spawnSet.Add(node, mask);
groupSize--;
if (nodeEntities.TryGetValue(node, out var existing))
{
Del(existing);
}
}
}
if (groupSize > 0)
{
Log.Warning($"Found remaining group size for ore veins!");
}
}
_tilePool.Return(remainingTiles);
}
/// <summary>

View File

@@ -317,20 +317,29 @@ public sealed partial class SalvageSystem
}
}
var magnetGridUid = _xformQuery.GetComponent(magnet.Owner).GridUid;
Box2 attachedBounds = Box2.Empty;
MapId mapId = MapId.Nullspace;
var magnetXform = _xformQuery.GetComponent(magnet.Owner);
var magnetGridUid = magnetXform.GridUid;
var attachedBounds = new Box2Rotated();
var mapId = MapId.Nullspace;
Angle worldAngle;
if (magnetGridUid != null)
{
var magnetGridXform = _xformQuery.GetComponent(magnetGridUid.Value);
attachedBounds = _transform.GetWorldMatrix(magnetGridXform)
.TransformBox(_gridQuery.GetComponent(magnetGridUid.Value).LocalAABB);
var (gridPos, gridRot) = _transform.GetWorldPositionRotation(magnetGridXform);
var gridAABB = _gridQuery.GetComponent(magnetGridUid.Value).LocalAABB;
attachedBounds = new Box2Rotated(gridAABB.Translated(gridPos), gridRot, gridPos);
worldAngle = (gridRot + magnetXform.LocalRotation) - MathF.PI / 2;
mapId = magnetGridXform.MapID;
}
else
{
worldAngle = _random.NextAngle();
}
if (!TryGetSalvagePlacementLocation(mapId, attachedBounds, bounds!.Value, out var spawnLocation, out var spawnAngle))
if (!TryGetSalvagePlacementLocation(mapId, attachedBounds, bounds!.Value, worldAngle, out var spawnLocation, out var spawnAngle))
{
Report(magnet.Owner, MagnetChannel, "salvage-system-announcement-spawn-no-debris-available");
_mapManager.DeleteMap(salvMap);
@@ -376,26 +385,25 @@ public sealed partial class SalvageSystem
RaiseLocalEvent(ref active);
}
private bool TryGetSalvagePlacementLocation(MapId mapId, Box2 attachedBounds, Box2 bounds, out MapCoordinates coords, out Angle angle)
private bool TryGetSalvagePlacementLocation(MapId mapId, Box2Rotated attachedBounds, Box2 bounds, Angle worldAngle, out MapCoordinates coords, out Angle angle)
{
const float OffsetRadiusMin = 4f;
const float OffsetRadiusMax = 16f;
// Grid intersection only does AABB atm.
var attachedAABB = attachedBounds.CalcBoundingBox();
var minDistance = (attachedBounds.Height < attachedBounds.Width ? attachedBounds.Width : attachedBounds.Height) / 2f;
var minDistance = (attachedAABB.Height < attachedAABB.Width ? attachedAABB.Width : attachedAABB.Height) / 2f;
var minActualDistance = bounds.Height < bounds.Width ? minDistance + bounds.Width / 2f : minDistance + bounds.Height / 2f;
var attachedCenter = attachedBounds.Center;
angle = _random.NextAngle();
var attachedCenter = attachedAABB.Center;
var fraction = 0.25f;
// Thanks 20kdc
for (var i = 0; i < 20; i++)
{
var randomPos = attachedCenter +
_random.NextAngle().ToVec() * (minActualDistance +
_random.NextFloat(OffsetRadiusMin, OffsetRadiusMax));
worldAngle.ToVec() * (minActualDistance * fraction);
var finalCoords = new MapCoordinates(randomPos, mapId);
angle = _random.NextAngle();
var box2 = Box2.CenteredAround(finalCoords.Position, bounds.Size);
var box2Rot = new Box2Rotated(box2, angle, finalCoords.Position);
@@ -404,7 +412,7 @@ public sealed partial class SalvageSystem
if (_mapManager.FindGridsIntersecting(finalCoords.MapId, box2Rot).Any())
{
// Bump it further and further just in case.
minActualDistance += 4f;
fraction += 0.25f;
continue;
}
@@ -412,6 +420,7 @@ public sealed partial class SalvageSystem
return true;
}
angle = Angle.Zero;
coords = MapCoordinates.Nullspace;
return false;
}

View File

@@ -4,6 +4,7 @@ salvage-system-announcement-spawn-no-debris-available = No debris could be recov
salvage-system-announcement-arrived = A piece of salvagable debris has been pulled in. Estimated hold time: {$timeLeft} seconds.
salvage-asteroid-name = Asteroid
salvage-magnet-window-title = Salvage magnet
salvage-expedition-window-progression = Progression
salvage-magnet-resources = {$resource ->
@@ -19,8 +20,10 @@ salvage-magnet-resources = {$resource ->
salvage-magnet-resources-count = {$count ->
[1] (Poor)
[2] (Rich)
[3] (Rich)
[2] (Moderate)
[3] (Moderate)
[4] (Rich)
[5] (Rich)
*[other] (Extraordinary)
}