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 +1,24 @@
using Robust.Shared.Noise;
namespace Content.Shared.Procedural.DungeonGenerators;
/// <summary>
/// Turns a chunked area into a dungeon for layer purposes. Assumes the position is the BL origin.
/// </summary>
public sealed partial class ChunkDunGen : IDunGenLayer
{
[DataField]
public int Size = 16;
/// <summary>
/// Noise to apply for each tile conditionally.
/// </summary>
[DataField]
public FastNoiseLite? Noise;
/// <summary>
/// Threshold for noise. Does nothing if <see cref="Noise"/> is null.
/// </summary>
[DataField]
public float Threshold = -1f;
}

View File

@@ -10,4 +10,10 @@ public sealed partial class ExteriorDunGen : IDunGenLayer
{
[DataField(required: true)]
public ProtoId<DungeonConfigPrototype> Proto;
/// <summary>
/// Minimum and maximum penetration.
/// </summary>
[DataField]
public Vector2i Penetration = new Vector2i(5, 15);
}

View File

@@ -14,6 +14,12 @@ public sealed partial class PrototypeDunGen : IDunGenLayer
[DataField]
public DungeonInheritance InheritDungeons = DungeonInheritance.None;
/// <summary>
/// Should we pass in the current level's reserved tiles to the prototype.
/// </summary>
[DataField]
public ReservedInheritance InheritReserved = ReservedInheritance.All;
[DataField(required: true)]
public ProtoId<DungeonConfigPrototype> Proto;
}
@@ -35,3 +41,16 @@ public enum DungeonInheritance : byte
/// </summary>
All,
}
public enum ReservedInheritance : byte
{
/// <summary>
/// Don't inherit any reserved tiles.
/// </summary>
None,
/// <summary>
/// Inherit reserved tiles,
/// </summary>
All,
}