using Content.Server.Worldgen.Components.Debris;
using Content.Shared.Maps;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Random;
namespace Content.Server.Worldgen.Systems.Debris;
///
/// This handles populating simple structures, simply using a loot table for each tile.
///
public sealed class SimpleFloorPlanPopulatorSystem : BaseWorldSystem
{
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly ITileDefinitionManager _tileDefinition = default!;
[Dependency] private readonly SharedMapSystem _map = default!;
///
public override void Initialize()
{
SubscribeLocalEvent(OnFloorPlanBuilt);
}
private void OnFloorPlanBuilt(EntityUid uid, SimpleFloorPlanPopulatorComponent component,
LocalStructureLoadedEvent args)
{
var placeables = new List(4);
var grid = Comp(uid);
var enumerator = _map.GetAllTilesEnumerator(uid, grid);
while (enumerator.MoveNext(out var tile))
{
var coords = grid.GridTileToLocal(tile.Value.GridIndices);
var selector = tile.Value.Tile.GetContentTileDefinition(_tileDefinition).ID;
if (!component.Caches.TryGetValue(selector, out var cache))
continue;
placeables.Clear();
cache.GetSpawns(_random, ref placeables);
foreach (var proto in placeables)
{
if (proto is null)
continue;
Spawn(proto, coords);
}
}
}
}