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

@@ -19,26 +19,12 @@ public sealed partial class DungeonJob
HashSet<Vector2i> reservedTiles,
Random random)
{
var emptyTiles = false;
var replaceEntities = new Dictionary<Vector2i, EntityUid>();
var availableTiles = new List<Vector2i>();
var remapName = _entManager.ComponentFactory.GetComponentName<EntityRemapComponent>();
var replacementRemapping = new Dictionary<EntProtoId, EntProtoId>();
if (_prototype.TryIndex(gen.Replacement, out var replacementProto) &&
replacementProto.Components.TryGetComponent(remapName, out var replacementComps))
{
var remappingComp = (EntityRemapComponent) replacementComps;
replacementRemapping = remappingComp.Mask;
}
if (gen.Replacement != null)
{
replacementRemapping[gen.Replacement.Value] = gen.Entity;
}
foreach (var dungeon in dungeons)
{
var emptyTiles = false;
var replaceEntities = new Dictionary<Vector2i, EntityUid>();
var availableTiles = new List<Vector2i>();
foreach (var node in dungeon.AllTiles)
{
if (reservedTiles.Contains(node))
@@ -55,23 +41,19 @@ public sealed partial class DungeonJob
// We use existing entities as a mark to spawn in place
// OR
// We check for any existing entities to see if we can spawn there.
// We can't replace so just stop here.
if (gen.Replacement != null)
while (enumerator.MoveNext(out var uid))
{
while (enumerator.MoveNext(out var uid))
// We can't replace so just stop here.
if (gen.Replacement == null)
break;
var prototype = _entManager.GetComponent<MetaDataComponent>(uid.Value).EntityPrototype;
if (prototype?.ID == gen.Replacement)
{
var prototype = _entManager.GetComponent<MetaDataComponent>(uid.Value).EntityPrototype;
if (string.IsNullOrEmpty(prototype?.ID))
continue;
// It has a valid remapping so take it over.
if (replacementRemapping.ContainsKey(prototype.ID))
{
replaceEntities[node] = uid.Value;
found = true;
break;
}
replaceEntities[node] = uid.Value;
found = true;
break;
}
}
@@ -86,86 +68,83 @@ public sealed partial class DungeonJob
if (!ValidateResume())
return;
}
}
var remapping = new Dictionary<EntProtoId, EntProtoId>();
var remapping = new Dictionary<EntProtoId, EntProtoId>();
// TODO: Move this to engine
if (_prototype.TryIndex(gen.Entity, out var proto) &&
proto.Components.TryGetComponent(remapName, out var comps))
{
var remappingComp = (EntityRemapComponent) comps;
remapping = remappingComp.Mask;
}
var frontier = new ValueList<Vector2i>(32);
// Iterate the group counts and pathfind out each group.
for (var i = 0; i < gen.Count; i++)
{
var groupSize = random.Next(gen.MinGroupSize, gen.MaxGroupSize + 1);
// While we have remaining tiles keep iterating
while (groupSize > 0 && availableTiles.Count > 0)
// TODO: Move this to engine
if (_prototype.TryIndex(gen.Entity, out var proto) &&
proto.Components.TryGetComponent("EntityRemap", out var comps))
{
var startNode = random.PickAndTake(availableTiles);
frontier.Clear();
frontier.Add(startNode);
// This essentially may lead to a vein being split in multiple areas but the count matters more than position.
while (frontier.Count > 0 && groupSize > 0)
{
// Need to pick a random index so we don't just get straight lines of ores.
var frontierIndex = random.Next(frontier.Count);
var node = frontier[frontierIndex];
frontier.RemoveSwap(frontierIndex);
availableTiles.Remove(node);
// Add neighbors if they're valid, worst case we add no more and pick another random seed tile.
for (var x = -1; x <= 1; x++)
{
for (var y = -1; y <= 1; y++)
{
var neighbor = new Vector2i(node.X + x, node.Y + y);
if (frontier.Contains(neighbor) || !availableTiles.Contains(neighbor))
continue;
frontier.Add(neighbor);
}
}
var prototype = gen.Entity;
// May have been deleted while iteration was suspended.
if (replaceEntities.TryGetValue(node, out var existingEnt) && _entManager.TryGetComponent(existingEnt, out MetaDataComponent? metadata))
{
var existingProto = metadata.EntityPrototype;
_entManager.DeleteEntity(existingEnt);
if (existingProto != null && remapping.TryGetValue(existingProto.ID, out var remapped))
{
prototype = remapped;
}
}
// Tile valid salad so add it.
var uid = _entManager.SpawnAtPosition(prototype, _maps.GridTileToLocal(_gridUid, _grid, node));
AddLoadedEntity(node, uid);
groupSize--;
await SuspendDungeon();
if (!ValidateResume())
return;
}
var remappingComp = (EntityRemapComponent) comps;
remapping = remappingComp.Mask;
}
if (groupSize > 0)
var frontier = new ValueList<Vector2i>(32);
// Iterate the group counts and pathfind out each group.
for (var i = 0; i < gen.Count; i++)
{
// Not super worried depending on the gen it's fine.
_sawmill.Debug($"Found remaining group size for ore veins of {gen.Replacement ?? "null"} / {gen.Entity}!");
await SuspendDungeon();
if (!ValidateResume())
return;
var groupSize = random.Next(gen.MinGroupSize, gen.MaxGroupSize + 1);
// While we have remaining tiles keep iterating
while (groupSize > 0 && availableTiles.Count > 0)
{
var startNode = random.PickAndTake(availableTiles);
frontier.Clear();
frontier.Add(startNode);
// This essentially may lead to a vein being split in multiple areas but the count matters more than position.
while (frontier.Count > 0 && groupSize > 0)
{
// Need to pick a random index so we don't just get straight lines of ores.
var frontierIndex = random.Next(frontier.Count);
var node = frontier[frontierIndex];
frontier.RemoveSwap(frontierIndex);
availableTiles.Remove(node);
// Add neighbors if they're valid, worst case we add no more and pick another random seed tile.
for (var x = -1; x <= 1; x++)
{
for (var y = -1; y <= 1; y++)
{
var neighbor = new Vector2i(node.X + x, node.Y + y);
if (frontier.Contains(neighbor) || !availableTiles.Contains(neighbor))
continue;
frontier.Add(neighbor);
}
}
var prototype = gen.Entity;
if (replaceEntities.TryGetValue(node, out var existingEnt))
{
var existingProto = _entManager.GetComponent<MetaDataComponent>(existingEnt).EntityPrototype;
_entManager.DeleteEntity(existingEnt);
if (existingProto != null && remapping.TryGetValue(existingProto.ID, out var remapped))
{
prototype = remapped;
}
}
// Tile valid salad so add it.
_entManager.SpawnAtPosition(prototype, _maps.GridTileToLocal(_gridUid, _grid, node));
groupSize--;
}
}
if (groupSize > 0)
{
_sawmill.Warning($"Found remaining group size for ore veins of {gen.Replacement ?? "null"}!");
}
}
}
}