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>
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@@ -28,7 +28,7 @@ public sealed partial class DungeonJob
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Random random)
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{
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var tiles = new List<(Vector2i, Tile)>();
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var matrix = Matrix3Helpers.CreateTranslation(position);
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var matrix = Matrix3Helpers.CreateTranslation(_position + position);
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foreach (var layer in dungen.Layers)
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{
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@@ -76,7 +76,9 @@ public sealed partial class DungeonJob
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break;
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}
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tiles.Add((adjusted, new Tile(tileDef.TileId, variant: variant)));
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var tile = new Tile(tileDef.TileId, variant: variant);
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tiles.Add((adjusted, tile));
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AddLoadedTile(adjusted, tile);
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roomTiles.Add(adjusted);
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break;
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}
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@@ -101,6 +103,8 @@ public sealed partial class DungeonJob
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{
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switch (distance)
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{
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case DunGenDistanceSquared:
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return dx * dx + dy * dy;
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case DunGenEuclideanSquaredDistance:
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return MathF.Min(1f, (dx * dx + dy * dy) / MathF.Sqrt(2));
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case DunGenSquareBump:
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