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

@@ -0,0 +1,86 @@
using Robust.Shared.Prototypes;
namespace Content.Shared.Procedural.Components;
/// <summary>
/// A layer inside of <see cref="BiomeComponent"/>
/// </summary>
[DataRecord]
public sealed record BiomeMetaLayer
{
/// <summary>
/// Chunk dimensions for this meta layer. Will try to infer it from the first layer of the dungeon if null.
/// </summary>
[DataField]
public int? Size;
/// <summary>
/// Meta layers that this one requires to be loaded first.
/// Will ensure all of the chunks for our corresponding area are loaded.
/// </summary>
public List<string>? DependsOn;
/// <summary>
/// Can this layer be unloaded if no one is in range.
/// </summary>
public bool CanUnload = true;
/// <summary>
/// Dungeon config to load inside the specified area.
/// </summary>
[DataField(required: true)]
public ProtoId<DungeonConfigPrototype> Dungeon = new();
}
[RegisterComponent]
public sealed partial class BiomeComponent : Component
{
/// <summary>
/// Can we load / unload chunks.
/// </summary>
[DataField]
public bool Enabled = true;
/// <summary>
/// Areas queued for preloading. Will add these during <see cref="BiomeLoadJob"/> and then flag as modified so they retain.
/// </summary>
[DataField]
public List<Box2i> PreloadAreas = new();
/// <summary>
/// Is there currently a job that's loading.
/// </summary>
public bool Loading = false;
[DataField]
public int Seed;
/// <summary>
/// Layer key and associated data.
/// </summary>
[DataField(required: true)]
public Dictionary<string, BiomeMetaLayer> Layers = new();
/// <summary>
/// Layer removals that are pending.
/// </summary>
[DataField]
public List<string> PendingRemovals = new();
/// <summary>
/// Data that is currently loaded.
/// </summary>
[DataField]
public Dictionary<string, Dictionary<Vector2i, DungeonData>> LoadedData = new();
/// <summary>
/// Flag modified tiles so we don't try and unload / reload them.
/// </summary>
[DataField]
public HashSet<Vector2i> ModifiedTiles = new();
/// <summary>
/// Bounds loaded by players for this tick.
/// </summary>
public List<Box2i> LoadedBounds = new();
}