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

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