Biome rework (#37735)

* DungeonData rework

Back to fields, serializes better, just make new layers dumby.

* wawawewa

* Fix this

* Fixes

* Port the work over

* wawawewa

* zoom

* Kinda workin

* Adjust wawa

* Unloading work

* Ore + entitytable fixes

Iterate every dungeon not just last.

* Big shot

* wawawewa

* Fixes

* true

* Fixes

# Conflicts:
#	Content.Server/Procedural/DungeonJob/DungeonJob.cs

* wawawewa

* Fixes

* Fix

* Lot of work

* wawawewa

* Fixing

* eh?

* a

* Fix a heap of stuff

* Better ignored check

* Reserve tile changes

* biome

* changes

* wawawewa

* Fixes & snow

* Shadow fixes

* wawawewa

* smol

* Add layer API

* More work

* wawawewa

* Preloads and running again

* wawawewa

* Modified

* Replacements and command

* Runtime support

* werk

* Fix expeds + dungeon alltiles

* reh

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
This commit is contained in:
metalgearsloth
2025-07-03 14:36:06 +10:00
committed by GitHub
parent fdf3d6715e
commit fe7b96147c
116 changed files with 3005 additions and 3537 deletions

View File

@@ -1,105 +0,0 @@
using System.Threading.Tasks;
using Content.Server.Parallax;
using Content.Shared.Parallax.Biomes;
using Content.Shared.Parallax.Biomes.Markers;
using Content.Shared.Procedural;
using Content.Shared.Procedural.PostGeneration;
using Content.Shared.Random.Helpers;
using Robust.Shared.Map;
using Robust.Shared.Utility;
namespace Content.Server.Procedural.DungeonJob;
public sealed partial class DungeonJob
{
/// <summary>
/// <see cref="BiomeMarkerLayerDunGen"/>
/// </summary>
private async Task PostGen(BiomeMarkerLayerDunGen dunGen, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
{
// If we're adding biome then disable it and just use for markers.
if (_entManager.EnsureComponent(_gridUid, out BiomeComponent biomeComp))
{
biomeComp.Enabled = false;
}
var biomeSystem = _entManager.System<BiomeSystem>();
var weightedRandom = _prototype.Index(dunGen.MarkerTemplate);
var xformQuery = _entManager.GetEntityQuery<TransformComponent>();
var templates = new Dictionary<string, int>();
for (var i = 0; i < dunGen.Count; i++)
{
var template = weightedRandom.Pick(random);
var count = templates.GetOrNew(template);
count++;
templates[template] = count;
}
foreach (var (template, count) in templates)
{
var markerTemplate = _prototype.Index<BiomeMarkerLayerPrototype>(template);
var bounds = new Box2i();
foreach (var tile in dungeon.RoomTiles)
{
bounds = bounds.UnionTile(tile);
}
await SuspendDungeon();
if (!ValidateResume())
return;
biomeSystem.GetMarkerNodes(_gridUid, biomeComp, _grid, markerTemplate, true, bounds, count,
random, out var spawnSet, out var existing, false);
await SuspendDungeon();
if (!ValidateResume())
return;
var checkTile = reservedTiles.Count > 0;
foreach (var ent in existing)
{
if (checkTile && reservedTiles.Contains(_maps.LocalToTile(_gridUid, _grid, _xformQuery.GetComponent(ent).Coordinates)))
{
continue;
}
_entManager.DeleteEntity(ent);
await SuspendDungeon();
if (!ValidateResume())
return;
}
foreach (var (node, mask) in spawnSet)
{
if (reservedTiles.Contains(node))
continue;
string? proto;
if (mask != null && markerTemplate.EntityMask.TryGetValue(mask, out var maskedProto))
{
proto = maskedProto;
}
else
{
proto = markerTemplate.Prototype;
}
var ent = _entManager.SpawnAtPosition(proto, new EntityCoordinates(_gridUid, node + _grid.TileSizeHalfVector));
var xform = xformQuery.Get(ent);
if (!xform.Comp.Anchored)
_transform.AnchorEntity(ent, xform);
await SuspendDungeon();
if (!ValidateResume())
return;
}
}
}
}