Revert biome rework (#38724)

* Revert "Fix world generation (#38713)"

This reverts commit 10fa6ff4af.

* Revert "Biome rework (#37735)"

This reverts commit fe7b96147c.
This commit is contained in:
Pieter-Jan Briers
2025-07-03 20:48:04 +02:00
committed by GitHub
parent 047a49a505
commit e99fc501a6
116 changed files with 3541 additions and 3009 deletions

View File

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