Revert biome rework (#38724)
* Revert "Fix world generation (#38713)" This reverts commit10fa6ff4af. * Revert "Biome rework (#37735)" This reverts commitfe7b96147c.
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@@ -1,4 +1,3 @@
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using System.Numerics;
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using System.Threading.Tasks;
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using Content.Shared.Maps;
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using Content.Shared.NPC;
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@@ -14,22 +13,15 @@ public sealed partial class DungeonJob
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/// <summary>
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/// <see cref="ExteriorDunGen"/>
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/// </summary>
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private async Task<List<Dungeon>> GenerateExteriorDungen(int runCount, int maxRuns, Vector2i position, ExteriorDunGen dungen, HashSet<Vector2i> reservedTiles, Random random)
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private async Task<List<Dungeon>> GenerateExteriorDungen(Vector2i position, ExteriorDunGen dungen, HashSet<Vector2i> reservedTiles, Random random)
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{
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DebugTools.Assert(_grid.ChunkCount > 0);
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var aabb = new Box2i(_grid.LocalAABB.BottomLeft.Floored(), _grid.LocalAABB.TopRight.Floored());
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// TODO: Cross-layer seeding. Need this because we need to be able to spread the dungeons out.
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var angle = new Random(_seed).NextAngle();
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var divisors = new Angle(Angle.FromDegrees(360) / maxRuns);
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// Offset each dungeon so they don't generate on top of each other.
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for (var i = 0; i < runCount; i++)
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{
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angle += (random.NextFloat(0.6f, 1.4f)) * divisors;
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}
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var angle = random.NextAngle();
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var distance = Math.Max(aabb.Width / 2f + 1f, aabb.Height / 2f + 1f);
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var startTile = new Vector2i(0, (int) distance).Rotate(angle);
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Vector2i? dungeonSpawn = null;
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@@ -55,19 +47,9 @@ public sealed partial class DungeonJob
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};
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}
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// Move it further in based on the spawn angle.
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if (dungen.Penetration.Y > 0)
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{
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var penetration = random.Next(dungen.Penetration.X, dungen.Penetration.Y);
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var diff = dungeonSpawn.Value - startTile;
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var diffVec = new Vector2(diff.X, diff.Y);
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dungeonSpawn = (diffVec.Normalized() * (penetration + diffVec.Length())).Floored() + startTile;
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}
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var subConfig = _prototype.Index(dungen.Proto);
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var config = _prototype.Index(dungen.Proto);
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var nextSeed = random.Next();
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var (dungeons, newReserved) = await GetDungeons(dungeonSpawn.Value, subConfig, subConfig.Layers, nextSeed, new Random(nextSeed), reserved: reservedTiles);
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reservedTiles.UnionWith(newReserved);
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var dungeons = await GetDungeons(dungeonSpawn.Value, config, config.Layers, reservedTiles, nextSeed, new Random(nextSeed));
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return dungeons;
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}
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