using System.Threading.Tasks;
using Content.Shared.Maps;
using Content.Shared.Procedural;
using Content.Shared.Procedural.PostGeneration;
using Robust.Shared.Map;
using Robust.Shared.Utility;
namespace Content.Server.Procedural.DungeonJob;
public sealed partial class DungeonJob
{
///
///
///
private async Task PostGen(BoundaryWallDunGen gen, Dungeon dungeon, HashSet reservedTiles, Random random)
{
var tileDef = _tileDefManager[gen.Tile];
var tiles = new List<(Vector2i Index, Tile Tile)>(dungeon.RoomExteriorTiles.Count);
var wall = gen.Wall;
var cornerWall = gen.CornerWall ?? gen.Wall;
// Spawn wall outline
// - Tiles first
foreach (var neighbor in dungeon.RoomExteriorTiles)
{
DebugTools.Assert(!dungeon.RoomTiles.Contains(neighbor));
if (dungeon.Entrances.Contains(neighbor))
continue;
if (!_anchorable.TileFree((_gridUid, _grid), neighbor, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
continue;
tiles.Add((neighbor, _tile.GetVariantTile((ContentTileDefinition) tileDef, random)));
}
foreach (var index in dungeon.CorridorExteriorTiles)
{
if (dungeon.RoomTiles.Contains(index))
continue;
if (!_anchorable.TileFree((_gridUid, _grid), index, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
continue;
tiles.Add((index, _tile.GetVariantTile((ContentTileDefinition)tileDef, random)));
}
_maps.SetTiles(_gridUid, _grid, tiles);
// Double iteration coz we bulk set tiles for speed.
for (var i = 0; i < tiles.Count; i++)
{
var index = tiles[i];
if (!_anchorable.TileFree((_gridUid, _grid), index.Index, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
continue;
// If no cardinal neighbors in dungeon then we're a corner.
var isCorner = true;
for (var x = -1; x <= 1; x++)
{
for (var y = -1; y <= 1; y++)
{
if (x != 0 && y != 0)
{
continue;
}
var neighbor = new Vector2i(index.Index.X + x, index.Index.Y + y);
if (dungeon.RoomTiles.Contains(neighbor) || dungeon.CorridorTiles.Contains(neighbor))
{
isCorner = false;
break;
}
}
if (!isCorner)
break;
}
if (isCorner)
_entManager.SpawnEntity(cornerWall, _maps.GridTileToLocal(_gridUid, _grid, index.Index));
if (!isCorner)
_entManager.SpawnEntity(wall, _maps.GridTileToLocal(_gridUid, _grid, index.Index));
if (i % 20 == 0)
{
await SuspendDungeon();
if (!ValidateResume())
return;
}
}
}
}