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

@@ -1,35 +0,0 @@
using Content.Shared.Maps;
using Robust.Shared.Prototypes;
namespace Content.Shared.Procedural.PostGeneration;
/// <summary>
/// Iterates room edges and places the relevant tiles and walls on any free indices.
/// </summary>
/// <remarks>
/// Dungeon data keys are:
/// - CornerWalls (Optional)
/// - FallbackTile
/// - Walls
/// </remarks>
public sealed partial class BoundaryWallDunGen : IDunGenLayer
{
[DataField]
public BoundaryWallFlags Flags = BoundaryWallFlags.Corridors | BoundaryWallFlags.Rooms;
[DataField(required: true)]
public EntProtoId Wall;
[DataField]
public EntProtoId? CornerWall;
[DataField(required: true)]
public ProtoId<ContentTileDefinition> Tile;
}
[Flags]
public enum BoundaryWallFlags : byte
{
Rooms = 1 << 0,
Corridors = 1 << 1,
}