Dynamic space world generation and debris. (#15120)
* World generation (squash) * Test fixes. * command * o * Access cleanup. * Documentation touchups. * Use a prototype serializer for BiomeSelectionComponent * Struct enumerator in SimpleFloorPlanPopulatorSystem * Safety margins around PoissonDiskSampler, cookie acquisition methodologies * Struct enumerating PoissonDiskSampler; internal side * Struct enumerating PoissonDiskSampler: Finish it * Update WorldgenConfigSystem.cs awa --------- Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: 20kdc <asdd2808@gmail.com>
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using System.Linq;
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using Content.Server.Worldgen.Components;
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using Content.Server.Worldgen.Prototypes;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.Manager;
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namespace Content.Server.Worldgen.Systems.Biomes;
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/// <summary>
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/// This handles biome selection, evaluating which biome to apply to a chunk based on noise channels.
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/// </summary>
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public sealed class BiomeSelectionSystem : BaseWorldSystem
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{
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[Dependency] private readonly NoiseIndexSystem _noiseIdx = default!;
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly ISerializationManager _ser = default!;
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/// <inheritdoc />
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public override void Initialize()
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{
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SubscribeLocalEvent<BiomeSelectionComponent, ComponentStartup>(OnBiomeSelectionStartup);
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SubscribeLocalEvent<BiomeSelectionComponent, WorldChunkAddedEvent>(OnWorldChunkAdded);
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}
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private void OnWorldChunkAdded(EntityUid uid, BiomeSelectionComponent component, ref WorldChunkAddedEvent args)
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{
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var coords = args.Coords;
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foreach (var biomeId in component.Biomes)
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{
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var biome = _proto.Index<BiomePrototype>(biomeId);
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if (!CheckBiomeValidity(args.Chunk, biome, coords))
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continue;
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biome.Apply(args.Chunk, _ser, EntityManager);
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return;
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}
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Logger.Error($"Biome selection ran out of biomes to select? See biomes list: {component.Biomes}");
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}
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private void OnBiomeSelectionStartup(EntityUid uid, BiomeSelectionComponent component, ComponentStartup args)
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{
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// surely this can't be THAAAAAAAAAAAAAAAT bad right????
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var sorted = component.Biomes
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.Select(x => (Id: x, _proto.Index<BiomePrototype>(x).Priority))
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.OrderByDescending(x => x.Priority)
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.Select(x => x.Id)
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.ToList();
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component.Biomes = sorted; // my hopes and dreams rely on this being pre-sorted by priority.
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}
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private bool CheckBiomeValidity(EntityUid chunk, BiomePrototype biome, Vector2i coords)
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{
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foreach (var (noise, ranges) in biome.NoiseRanges)
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{
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var value = _noiseIdx.Evaluate(chunk, noise, coords);
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var anyValid = false;
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foreach (var range in ranges)
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{
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if (range.X < value && value < range.Y)
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{
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anyValid = true;
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break;
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}
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}
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if (!anyValid)
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return false;
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}
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return true;
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}
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}
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