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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Content.Server/Worldgen/Systems/NoiseIndexSystem.cs
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46
Content.Server/Worldgen/Systems/NoiseIndexSystem.cs
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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.Random;
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namespace Content.Server.Worldgen.Systems;
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/// <summary>
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/// This handles the noise index.
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/// </summary>
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public sealed class NoiseIndexSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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/// <summary>
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/// Gets a particular noise channel from the index on the given entity.
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/// </summary>
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/// <param name="holder">The holder of the index</param>
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/// <param name="protoId">The channel prototype ID</param>
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/// <returns>An initialized noise generator</returns>
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public NoiseGenerator Get(EntityUid holder, string protoId)
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{
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var idx = EnsureComp<NoiseIndexComponent>(holder);
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if (idx.Generators.TryGetValue(protoId, out var generator))
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return generator;
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var proto = _prototype.Index<NoiseChannelPrototype>(protoId);
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var gen = new NoiseGenerator(proto, _random.Next());
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idx.Generators[protoId] = gen;
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return gen;
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}
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/// <summary>
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/// Attempts to evaluate the given noise channel using the generator on the given entity.
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/// </summary>
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/// <param name="holder">The holder of the index</param>
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/// <param name="protoId">The channel prototype ID</param>
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/// <param name="coords">The coordinates to evaluate at</param>
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/// <returns>The result of evaluation</returns>
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public float Evaluate(EntityUid holder, string protoId, Vector2 coords)
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{
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var gen = Get(holder, protoId);
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return gen.Evaluate(coords);
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}
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}
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