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:
@@ -71,14 +71,17 @@ public sealed partial class DungeonJob
|
||||
isValid = true;
|
||||
|
||||
// Entrance wew
|
||||
_maps.SetTile(_gridUid, _grid, tile, _tile.GetVariantTile(tileDef, random));
|
||||
var tileVariant = _tile.GetVariantTile(tileDef, random);
|
||||
_maps.SetTile(_gridUid, _grid, tile, tileVariant);
|
||||
AddLoadedTile(tile, tileVariant);
|
||||
ClearDoor(dungeon, _grid, tile);
|
||||
var gridCoords = _maps.GridTileToLocal(_gridUid, _grid, tile);
|
||||
// Need to offset the spawn to avoid spawning in the room.
|
||||
|
||||
foreach (var ent in _entTable.GetSpawns(contents, random))
|
||||
{
|
||||
_entManager.SpawnAtPosition(ent, gridCoords);
|
||||
var uid = _entManager.SpawnAtPosition(ent, gridCoords);
|
||||
AddLoadedEntity(tile, uid);
|
||||
}
|
||||
|
||||
// Clear out any biome tiles nearby to avoid blocking it
|
||||
|
||||
Reference in New Issue
Block a user