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