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

@@ -1,12 +1,14 @@
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using System.Numerics;
using Content.Server.Decals;
using Content.Server.Shuttles.Components;
using Content.Server.Shuttles.Events;
using Content.Server.Station.Events;
using Content.Shared.Body.Components;
using Content.Shared.CCVar;
using Content.Shared.Database;
using Content.Shared.Decals;
using Content.Shared.Ghost;
using Content.Shared.Maps;
using Content.Shared.Parallax;
@@ -956,6 +958,7 @@ public sealed partial class ShuttleSystem
var transform = _physics.GetRelativePhysicsTransform((uid, xform), xform.MapUid.Value);
var aabbs = new List<Box2>(manager.Fixtures.Count);
var tileSet = new List<(Vector2i, Tile)>();
TryComp(xform.MapUid.Value, out DecalGridComponent? decalGrid);
foreach (var fixture in manager.Fixtures.Values)
{
@@ -969,9 +972,15 @@ public sealed partial class ShuttleSystem
aabb = aabb.Enlarged(0.2f);
aabbs.Add(aabb);
// Handle clearing biome stuff as relevant.
if (decalGrid != null)
{
foreach (var decal in _decals.GetDecalsIntersecting(xform.MapUid.Value, aabb))
{
_decals.RemoveDecal(xform.MapUid.Value, decal.Index, decalGrid);
}
}
tileSet.Clear();
_biomes.ReserveTiles(xform.MapUid.Value, aabb, tileSet);
_lookupEnts.Clear();
_immuneEnts.Clear();
// TODO: Ideally we'd query first BEFORE moving grid but needs adjustments above.