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

@@ -105,7 +105,9 @@ public sealed partial class DungeonJob
if (reservedTiles.Contains(neighbor))
continue;
tiles.Add((neighbor, _tile.GetVariantTile((ContentTileDefinition) tileDef, random)));
var tileVariant = _tile.GetVariantTile((ContentTileDefinition)tileDef, random);
tiles.Add((neighbor, tileVariant));
AddLoadedTile(neighbor, tileVariant);
index++;
takenTiles.Add(neighbor);
}
@@ -119,7 +121,13 @@ public sealed partial class DungeonJob
{
var gridPos = _maps.GridTileToLocal(_gridUid, _grid, tile.Item1);
_entManager.SpawnEntitiesAttachedTo(gridPos, _entTable.GetSpawns(contents, random));
var uids = _entManager.SpawnEntitiesAttachedTo(gridPos, _entTable.GetSpawns(contents, random));
foreach (var uid in uids)
{
AddLoadedEntity(tile.Item1, uid);
}
await SuspendDungeon();
if (!ValidateResume())