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