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

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@@ -1,86 +0,0 @@
using Robust.Shared.Prototypes;
namespace Content.Shared.Procedural.Components;
/// <summary>
/// A layer inside of <see cref="BiomeComponent"/>
/// </summary>
[DataRecord]
public sealed record BiomeMetaLayer
{
/// <summary>
/// Chunk dimensions for this meta layer. Will try to infer it from the first layer of the dungeon if null.
/// </summary>
[DataField]
public int? Size;
/// <summary>
/// Meta layers that this one requires to be loaded first.
/// Will ensure all of the chunks for our corresponding area are loaded.
/// </summary>
public List<string>? DependsOn;
/// <summary>
/// Can this layer be unloaded if no one is in range.
/// </summary>
public bool CanUnload = true;
/// <summary>
/// Dungeon config to load inside the specified area.
/// </summary>
[DataField(required: true)]
public ProtoId<DungeonConfigPrototype> Dungeon = new();
}
[RegisterComponent]
public sealed partial class BiomeComponent : Component
{
/// <summary>
/// Can we load / unload chunks.
/// </summary>
[DataField]
public bool Enabled = true;
/// <summary>
/// Areas queued for preloading. Will add these during <see cref="BiomeLoadJob"/> and then flag as modified so they retain.
/// </summary>
[DataField]
public List<Box2i> PreloadAreas = new();
/// <summary>
/// Is there currently a job that's loading.
/// </summary>
public bool Loading = false;
[DataField]
public int Seed;
/// <summary>
/// Layer key and associated data.
/// </summary>
[DataField(required: true)]
public Dictionary<string, BiomeMetaLayer> Layers = new();
/// <summary>
/// Layer removals that are pending.
/// </summary>
[DataField]
public List<string> PendingRemovals = new();
/// <summary>
/// Data that is currently loaded.
/// </summary>
[DataField]
public Dictionary<string, Dictionary<Vector2i, DungeonData>> LoadedData = new();
/// <summary>
/// Flag modified tiles so we don't try and unload / reload them.
/// </summary>
[DataField]
public HashSet<Vector2i> ModifiedTiles = new();
/// <summary>
/// Bounds loaded by players for this tick.
/// </summary>
public List<Box2i> LoadedBounds = new();
}

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@@ -1,9 +0,0 @@
using Robust.Shared.GameStates;
namespace Content.Shared.Procedural.Components;
/// <summary>
/// Will forcibly unload an entity no matter what. Useful if you have consistent entities that will never be default or the likes.
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed partial class BiomeForceUnloadComponent : Component;