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>
This commit is contained in:
Moony
2023-05-16 06:36:45 -05:00
committed by GitHub
parent cdb46778dc
commit e91fc652a3
54 changed files with 2748 additions and 1 deletions

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using System.Diagnostics.Contracts;
namespace Content.Server.Worldgen;
/// <summary>
/// Contains a few world-generation related constants and static functions.
/// </summary>
public static class WorldGen
{
/// <summary>
/// The size of each chunk (isn't that self-explanatory.)
/// Be careful about how small you make this.
/// </summary>
public const int ChunkSize = 128;
/// <summary>
/// Converts world coordinates to chunk coordinates.
/// </summary>
/// <param name="inp">World coordinates</param>
/// <returns>Chunk coordinates</returns>
[Pure]
public static Vector2i WorldToChunkCoords(Vector2i inp)
{
return ((Vector2) inp * (1.0f / ChunkSize, 1.0f / ChunkSize)).Floored();
}
/// <summary>
/// Converts world coordinates to chunk coordinates.
/// </summary>
/// <param name="inp">World coordinates</param>
/// <returns>Chunk coordinates</returns>
[Pure]
public static Vector2 WorldToChunkCoords(Vector2 inp)
{
return inp * (1.0f / ChunkSize, 1.0f / ChunkSize);
}
/// <summary>
/// Converts chunk coordinates to world coordinates.
/// </summary>
/// <param name="inp">Chunk coordinates</param>
/// <returns>World coordinates</returns>
[Pure]
public static Vector2 ChunkToWorldCoords(Vector2i inp)
{
return inp * ChunkSize;
}
/// <summary>
/// Converts chunk coordinates to world coordinates.
/// </summary>
/// <param name="inp">Chunk coordinates</param>
/// <returns>World coordinates</returns>
[Pure]
public static Vector2 ChunkToWorldCoords(Vector2 inp)
{
return inp * ChunkSize;
}
/// <summary>
/// Converts chunk coordinates to world coordinates, getting the center of the chunk.
/// </summary>
/// <param name="inp">Chunk coordinates</param>
/// <returns>World coordinates</returns>
[Pure]
public static Vector2 ChunkToWorldCoordsCentered(Vector2i inp)
{
return inp * ChunkSize + Vector2i.One * (ChunkSize / 2);
}
}