Add RoomFill markers (#22293)
* Add RoomFill markers * weh * Also deez * Working * Randomised fills working * Fixes * Fix lack of prototypes * Fix tests * Fix tests?
This commit is contained in:
240
Content.Server/Procedural/DungeonSystem.Rooms.cs
Normal file
240
Content.Server/Procedural/DungeonSystem.Rooms.cs
Normal file
@@ -0,0 +1,240 @@
|
||||
using System.Numerics;
|
||||
using Content.Shared.Decals;
|
||||
using Content.Shared.Procedural;
|
||||
using Content.Shared.Random.Helpers;
|
||||
using Content.Shared.Whitelist;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Map.Components;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
namespace Content.Server.Procedural;
|
||||
|
||||
public sealed partial class DungeonSystem
|
||||
{
|
||||
// Temporary caches.
|
||||
private readonly HashSet<EntityUid> _entitySet = new();
|
||||
private readonly List<DungeonRoomPrototype> _availableRooms = new();
|
||||
|
||||
/// <summary>
|
||||
/// Gets a random dungeon room matching the specified area and whitelist.
|
||||
/// </summary>
|
||||
public DungeonRoomPrototype? GetRoomPrototype(Vector2i size, Random random, EntityWhitelist? whitelist = null)
|
||||
{
|
||||
// Can never be true.
|
||||
if (whitelist is { Tags: null })
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
_availableRooms.Clear();
|
||||
|
||||
foreach (var proto in _prototype.EnumeratePrototypes<DungeonRoomPrototype>())
|
||||
{
|
||||
if (proto.Size != size)
|
||||
continue;
|
||||
|
||||
if (whitelist == null)
|
||||
{
|
||||
_availableRooms.Add(proto);
|
||||
continue;
|
||||
}
|
||||
|
||||
foreach (var tag in whitelist.Tags)
|
||||
{
|
||||
if (!proto.Tags.Contains(tag))
|
||||
continue;
|
||||
|
||||
_availableRooms.Add(proto);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (_availableRooms.Count == 0)
|
||||
return null;
|
||||
|
||||
var room = _availableRooms[random.Next(_availableRooms.Count)];
|
||||
|
||||
return room;
|
||||
}
|
||||
|
||||
public void SpawnRoom(
|
||||
EntityUid gridUid,
|
||||
MapGridComponent grid,
|
||||
Vector2i origin,
|
||||
DungeonRoomPrototype room,
|
||||
Random random,
|
||||
bool clearExisting = false,
|
||||
bool rotation = false)
|
||||
{
|
||||
var originTransform = Matrix3.CreateTranslation(origin);
|
||||
SpawnRoom(gridUid, grid, originTransform, room, random, clearExisting, rotation);
|
||||
}
|
||||
|
||||
public void SpawnRoom(
|
||||
EntityUid gridUid,
|
||||
MapGridComponent grid,
|
||||
Matrix3 transform,
|
||||
DungeonRoomPrototype room,
|
||||
Random random,
|
||||
bool clearExisting = false,
|
||||
bool rotation = false)
|
||||
{
|
||||
// Ensure the underlying template exists.
|
||||
var roomMap = GetOrCreateTemplate(room);
|
||||
var templateMapUid = _mapManager.GetMapEntityId(roomMap);
|
||||
var templateGrid = Comp<MapGridComponent>(templateMapUid);
|
||||
var roomRotation = Angle.Zero;
|
||||
var roomDimensions = room.Size;
|
||||
|
||||
if (rotation)
|
||||
{
|
||||
if (roomDimensions.X == roomDimensions.Y)
|
||||
{
|
||||
// Give it a random rotation
|
||||
roomRotation = random.Next(4) * Math.PI / 2;
|
||||
}
|
||||
else if (random.Next(2) == 1)
|
||||
{
|
||||
roomRotation += Math.PI;
|
||||
}
|
||||
}
|
||||
|
||||
var roomTransform = Matrix3.CreateTransform((Vector2) room.Size / 2f, roomRotation);
|
||||
Matrix3.Multiply(roomTransform, transform, out var finalTransform);
|
||||
var finalRoomRotation = finalTransform.Rotation();
|
||||
|
||||
// go BRRNNTTT on existing stuff
|
||||
if (clearExisting)
|
||||
{
|
||||
var gridBounds = new Box2(transform.Transform(Vector2.Zero), transform.Transform(room.Size));
|
||||
_entitySet.Clear();
|
||||
// Polygon skin moment
|
||||
gridBounds = gridBounds.Enlarged(-0.05f);
|
||||
_lookup.GetLocalEntitiesIntersecting(gridUid, gridBounds, _entitySet, LookupFlags.Uncontained);
|
||||
|
||||
foreach (var templateEnt in _entitySet)
|
||||
{
|
||||
Del(templateEnt);
|
||||
}
|
||||
|
||||
if (TryComp(gridUid, out DecalGridComponent? decalGrid))
|
||||
{
|
||||
foreach (var decal in _decals.GetDecalsIntersecting(gridUid, gridBounds, decalGrid))
|
||||
{
|
||||
_decals.RemoveDecal(gridUid, decal.Index, decalGrid);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
var roomCenter = (room.Offset + room.Size / 2f) * grid.TileSize;
|
||||
var tileOffset = -roomCenter + grid.TileSizeHalfVector;
|
||||
_tiles.Clear();
|
||||
|
||||
// Load tiles
|
||||
for (var x = 0; x < roomDimensions.X; x++)
|
||||
{
|
||||
for (var y = 0; y < roomDimensions.Y; y++)
|
||||
{
|
||||
var indices = new Vector2i(x + room.Offset.X, y + room.Offset.Y);
|
||||
var tileRef = _maps.GetTileRef(templateMapUid, templateGrid, indices);
|
||||
|
||||
var tilePos = finalTransform.Transform(indices + tileOffset);
|
||||
var rounded = tilePos.Floored();
|
||||
_tiles.Add((rounded, tileRef.Tile));
|
||||
}
|
||||
}
|
||||
|
||||
var bounds = new Box2(room.Offset, room.Offset + room.Size);
|
||||
|
||||
_maps.SetTiles(gridUid, grid, _tiles);
|
||||
|
||||
// Load entities
|
||||
// TODO: I don't think engine supports full entity copying so we do this piece of shit.
|
||||
|
||||
foreach (var templateEnt in _lookup.GetEntitiesIntersecting(templateMapUid, bounds, LookupFlags.Uncontained))
|
||||
{
|
||||
var templateXform = _xformQuery.GetComponent(templateEnt);
|
||||
var childPos = finalTransform.Transform(templateXform.LocalPosition - roomCenter);
|
||||
var childRot = templateXform.LocalRotation + finalRoomRotation;
|
||||
var protoId = _metaQuery.GetComponent(templateEnt).EntityPrototype?.ID;
|
||||
|
||||
// TODO: Copy the templated entity as is with serv
|
||||
var ent = Spawn(protoId, new EntityCoordinates(gridUid, childPos));
|
||||
|
||||
var childXform = _xformQuery.GetComponent(ent);
|
||||
var anchored = templateXform.Anchored;
|
||||
_transform.SetLocalRotation(ent, childRot, childXform);
|
||||
|
||||
// If the templated entity was anchored then anchor us too.
|
||||
if (anchored && !childXform.Anchored)
|
||||
_transform.AnchorEntity(ent, childXform, grid);
|
||||
else if (!anchored && childXform.Anchored)
|
||||
_transform.Unanchor(ent, childXform);
|
||||
}
|
||||
|
||||
// Load decals
|
||||
if (TryComp<DecalGridComponent>(templateMapUid, out var loadedDecals))
|
||||
{
|
||||
EnsureComp<DecalGridComponent>(gridUid);
|
||||
|
||||
foreach (var (_, decal) in _decals.GetDecalsIntersecting(templateMapUid, bounds, loadedDecals))
|
||||
{
|
||||
// Offset by 0.5 because decals are offset from bot-left corner
|
||||
// So we convert it to center of tile then convert it back again after transform.
|
||||
// Do these shenanigans because 32x32 decals assume as they are centered on bottom-left of tiles.
|
||||
var position = finalTransform.Transform(decal.Coordinates + Vector2Helpers.Half - roomCenter);
|
||||
position -= Vector2Helpers.Half;
|
||||
|
||||
// Umm uhh I love decals so uhhhh idk what to do about this
|
||||
var angle = (decal.Angle + finalRoomRotation).Reduced();
|
||||
|
||||
// Adjust because 32x32 so we can't rotate cleanly
|
||||
// Yeah idk about the uhh vectors here but it looked visually okay but they may still be off by 1.
|
||||
// Also EyeManager.PixelsPerMeter should really be in shared.
|
||||
if (angle.Equals(Math.PI))
|
||||
{
|
||||
position += new Vector2(-1f / 32f, 1f / 32f);
|
||||
}
|
||||
else if (angle.Equals(-Math.PI / 2f))
|
||||
{
|
||||
position += new Vector2(-1f / 32f, 0f);
|
||||
}
|
||||
else if (angle.Equals(Math.PI / 2f))
|
||||
{
|
||||
position += new Vector2(0f, 1f / 32f);
|
||||
}
|
||||
else if (angle.Equals(Math.PI * 1.5f))
|
||||
{
|
||||
// I hate this but decals are bottom-left rather than center position and doing the
|
||||
// matrix ops is a PITA hence this workaround for now; I also don't want to add a stupid
|
||||
// field for 1 specific op on decals
|
||||
if (decal.Id != "DiagonalCheckerAOverlay" &&
|
||||
decal.Id != "DiagonalCheckerBOverlay")
|
||||
{
|
||||
position += new Vector2(-1f / 32f, 0f);
|
||||
}
|
||||
}
|
||||
|
||||
var tilePos = position.Floored();
|
||||
|
||||
// Fallback because uhhhhhhhh yeah, a corner tile might look valid on the original
|
||||
// but place 1 nanometre off grid and fail the add.
|
||||
if (!_maps.TryGetTileRef(gridUid, grid, tilePos, out var tileRef) || tileRef.Tile.IsEmpty)
|
||||
{
|
||||
_maps.SetTile(gridUid, grid, tilePos, _tileDefManager.GetVariantTile(FallbackTileId, _random));
|
||||
}
|
||||
|
||||
var result = _decals.TryAddDecal(
|
||||
decal.Id,
|
||||
new EntityCoordinates(gridUid, position),
|
||||
out _,
|
||||
decal.Color,
|
||||
angle,
|
||||
decal.ZIndex,
|
||||
decal.Cleanable);
|
||||
|
||||
DebugTools.Assert(result);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user