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

@@ -98,7 +98,9 @@ public sealed partial class DungeonJob
var variant = _tile.PickVariant((ContentTileDefinition) tileDef, random);
var adjusted = Vector2.Transform(node + _grid.TileSizeHalfVector, matrix).Floored();
tiles.Add((adjusted, new Tile(tileDef.TileId, variant: variant)));
var tileVariant = new Tile(tileDef.TileId, variant: variant);
tiles.Add((adjusted, tileVariant));
AddLoadedTile(adjusted, tileVariant);
roomTiles.Add(adjusted);
tileCount++;
break;
@@ -127,8 +129,7 @@ public sealed partial class DungeonJob
}
}
await SuspendIfOutOfTime();
ValidateResume();
await SuspendDungeon();
}
var center = Vector2.Zero;
@@ -140,8 +141,7 @@ public sealed partial class DungeonJob
center /= roomTiles.Count;
rooms.Add(new DungeonRoom(roomTiles, center, roomArea, new HashSet<Vector2i>()));
await SuspendIfOutOfTime();
ValidateResume();
await SuspendDungeon();
}
_maps.SetTiles(_gridUid, _grid, tiles);