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

@@ -2,6 +2,7 @@ using System.Numerics;
using System.Threading.Tasks;
using Content.Server.NPC.Pathfinding;
using Content.Shared.Procedural;
using Content.Shared.Procedural.DungeonLayers;
using Content.Shared.Procedural.PostGeneration;
using Robust.Shared.Map;
using Robust.Shared.Random;
@@ -11,10 +12,10 @@ namespace Content.Server.Procedural.DungeonJob;
public sealed partial class DungeonJob
{
/// <summary>
/// <see cref="SplineDungeonConnectorDunGen"/>
/// <see cref="Shared.Procedural.DungeonLayers.SplineDungeonConnectorDunGen"/>
/// </summary>
private async Task<Dungeon> PostGen(
SplineDungeonConnectorDunGen gen,
Shared.Procedural.DungeonLayers.SplineDungeonConnectorDunGen gen,
List<Dungeon> dungeons,
HashSet<Vector2i> reservedTiles,
Random random)
@@ -59,6 +60,7 @@ public sealed partial class DungeonJob
{
Start = pair.Start,
End = pair.End,
Diagonals = false,
TileCost = node =>
{
// We want these to get prioritised internally and into space if it's a space dungeon.
@@ -110,6 +112,7 @@ public sealed partial class DungeonJob
}
tiles.Add((node, tile));
AddLoadedTile(node, tile);
}
_maps.SetTiles(_gridUid, _grid, tiles);
@@ -123,6 +126,7 @@ public sealed partial class DungeonJob
allTiles.Add(node);
tiles.Add((node, pathTile));
AddLoadedTile(node, pathTile);
}
_maps.SetTiles(_gridUid, _grid, tiles);