using System.Numerics;
using System.Threading.Tasks;
using Content.Shared.Procedural;
using Content.Shared.Procedural.DungeonGenerators;
using Content.Shared.Whitelist;
using Robust.Shared.Map;
using Robust.Shared.Random;
using Robust.Shared.Utility;
namespace Content.Server.Procedural.DungeonJob;
public sealed partial class DungeonJob
{
///
///
///
private async Task GeneratePrefabDunGen(Vector2i position, PrefabDunGen prefab, HashSet reservedTiles, Random random)
{
var preset = prefab.Presets[random.Next(prefab.Presets.Count)];
var gen = _prototype.Index(preset);
var dungeonRotation = _dungeon.GetDungeonRotation(random.Next());
var dungeonTransform = Matrix3Helpers.CreateTransform(position, dungeonRotation);
var roomPackProtos = new Dictionary>();
foreach (var pack in _prototype.EnumeratePrototypes())
{
var size = pack.Size;
var sizePacks = roomPackProtos.GetOrNew(size);
sizePacks.Add(pack);
}
// Need to sort to make the RNG deterministic (at least without prototype changes).
foreach (var roomA in roomPackProtos.Values)
{
roomA.Sort((x, y) =>
string.Compare(x.ID, y.ID, StringComparison.Ordinal));
}
var roomProtos = new Dictionary>(_prototype.Count());
foreach (var proto in _prototype.EnumeratePrototypes())
{
var whitelisted = false;
if (prefab.RoomWhitelist?.Tags != null)
{
foreach (var tag in prefab.RoomWhitelist.Tags)
{
if (proto.Tags.Contains(tag))
{
whitelisted = true;
break;
}
}
}
if (!whitelisted)
continue;
var size = proto.Size;
var sizeRooms = roomProtos.GetOrNew(size);
sizeRooms.Add(proto);
}
foreach (var roomA in roomProtos.Values)
{
roomA.Sort((x, y) =>
string.Compare(x.ID, y.ID, StringComparison.Ordinal));
}
var tiles = new List<(Vector2i, Tile)>();
var dungeon = new Dungeon();
var availablePacks = new List();
var chosenPacks = new DungeonRoomPackPrototype?[gen.RoomPacks.Count];
var packTransforms = new Matrix3x2[gen.RoomPacks.Count];
var packRotations = new Angle[gen.RoomPacks.Count];
// Actually pick the room packs and rooms
for (var i = 0; i < gen.RoomPacks.Count; i++)
{
var bounds = gen.RoomPacks[i];
var dimensions = new Vector2i(bounds.Width, bounds.Height);
// Try every pack rotation
if (roomPackProtos.TryGetValue(dimensions, out var roomPacks))
{
availablePacks.AddRange(roomPacks);
}
// Try rotated versions if there are any.
if (dimensions.X != dimensions.Y)
{
var rotatedDimensions = new Vector2i(dimensions.Y, dimensions.X);
if (roomPackProtos.TryGetValue(rotatedDimensions, out roomPacks))
{
availablePacks.AddRange(roomPacks);
}
}
// Iterate every pack
random.Shuffle(availablePacks);
Matrix3x2 packTransform = default!;
var found = false;
DungeonRoomPackPrototype pack = default!;
foreach (var aPack in availablePacks)
{
var startIndex = random.Next(4);
for (var j = 0; j < 4; j++)
{
var index = (startIndex + j) % 4;
var dir = (DirectionFlag) Math.Pow(2, index);
Vector2i aPackDimensions;
if ((dir & (DirectionFlag.East | DirectionFlag.West)) != 0x0)
{
aPackDimensions = new Vector2i(aPack.Size.Y, aPack.Size.X);
}
else
{
aPackDimensions = aPack.Size;
}
// Rotation doesn't match.
if (aPackDimensions != bounds.Size)
continue;
found = true;
var aRotation = dir.AsDir().ToAngle();
// Use this pack
packTransform = Matrix3Helpers.CreateTransform(bounds.Center, aRotation);
packRotations[i] = aRotation;
pack = aPack;
break;
}
if (found)
break;
}
availablePacks.Clear();
// Oop
if (!found)
{
continue;
}
// If we're not the first pack then connect to our edges.
chosenPacks[i] = pack;
packTransforms[i] = packTransform;
}
// Then for overlaps choose either 1x1 / 3x1
// Pick a random tile for it and then expand outwards as relevant (weighted towards middle?)
var fallbackTile = prefab.FallbackTile;
for (var i = 0; i < chosenPacks.Length; i++)
{
var pack = chosenPacks[i]!;
var packTransform = packTransforms[i];
// Actual spawn cud here.
// Pickout the room pack template to get the room dimensions we need.
// TODO: Need to be able to load entities on top of other entities but das a lot of effo
var packCenter = (Vector2) pack.Size / 2;
foreach (var roomSize in pack.Rooms)
{
var roomDimensions = new Vector2i(roomSize.Width, roomSize.Height);
Angle roomRotation = Angle.Zero;
Matrix3x2 matty;
// If no room found then try rotated dimensions
if (!roomProtos.TryGetValue(roomDimensions, out var roomProto))
{
roomDimensions = new Vector2i(roomDimensions.Y, roomDimensions.X);
// If nothing at all then no valid rooms, try fallback tile and log it.
if (!roomProtos.TryGetValue(roomDimensions, out roomProto))
{
if (fallbackTile != null)
{
matty = Matrix3x2.Multiply(packTransform, dungeonTransform);
for (var x = roomSize.Left; x < roomSize.Right; x++)
{
for (var y = roomSize.Bottom; y < roomSize.Top; y++)
{
var index = Vector2.Transform(new Vector2(x, y) + _grid.TileSizeHalfVector - packCenter, matty).Floored();
if (reservedTiles.Contains(index))
continue;
var tile = new Tile(_tileDefManager[fallbackTile.Value].TileId);
tiles.Add((index, tile));
AddLoadedTile(index, tile);
}
}
_maps.SetTiles(_gridUid, _grid, tiles);
tiles.Clear();
}
_sawmill.Error($"Unable to find room variant for {roomDimensions}, leaving empty.");
continue;
}
roomRotation = new Angle(Math.PI / 2);
_sawmill.Debug($"Using rotated variant for room");
}
var room = roomProto[random.Next(roomProto.Count)];
if (roomDimensions.X == roomDimensions.Y)
{
// Give it a random rotation
roomRotation = random.Next(4) * Math.PI / 2;
}
else if (random.Next(2) == 1)
{
roomRotation += Math.PI;
}
var roomTransform = Matrix3Helpers.CreateTransform(roomSize.Center - packCenter, roomRotation);
matty = Matrix3x2.Multiply(roomTransform, packTransform);
var dungeonMatty = Matrix3x2.Multiply(matty, dungeonTransform);
// The expensive bit yippy.
var data = _dungeon.SpawnRoom(_gridUid, _grid, dungeonMatty, room, reservedTiles);
_data.Merge(data);
await SuspendDungeon();
if (!ValidateResume())
return dungeon;
var roomCenter = (room.Offset + room.Size / 2f) * _grid.TileSize;
var roomTiles = new HashSet(room.Size.X * room.Size.Y);
var exterior = new HashSet(room.Size.X * 2 + room.Size.Y * 2);
var tileOffset = -roomCenter + _grid.TileSizeHalfVector;
Box2i? mapBounds = null;
for (var x = -1; x <= room.Size.X; x++)
{
for (var y = -1; y <= room.Size.Y; y++)
{
if (x != -1 && y != -1 && x != room.Size.X && y != room.Size.Y)
{
continue;
}
var tilePos = Vector2.Transform(new Vector2i(x + room.Offset.X, y + room.Offset.Y) + tileOffset, dungeonMatty).Floored();
if (reservedTiles.Contains(tilePos))
continue;
exterior.Add(tilePos);
}
}
var center = Vector2.Zero;
for (var x = 0; x < room.Size.X; x++)
{
for (var y = 0; y < room.Size.Y; y++)
{
var roomTile = new Vector2i(x + room.Offset.X, y + room.Offset.Y);
var tilePos = Vector2.Transform(roomTile + tileOffset, dungeonMatty);
var tileIndex = tilePos.Floored();
roomTiles.Add(tileIndex);
mapBounds = mapBounds?.Union(tileIndex) ?? new Box2i(tileIndex, tileIndex);
center += tilePos + _grid.TileSizeHalfVector;
}
}
center /= roomTiles.Count;
dungeon.AddRoom(new DungeonRoom(roomTiles, center, mapBounds!.Value, exterior));
await SuspendDungeon();
if (!ValidateResume())
return Dungeon.Empty;
}
}
// Calculate center and do entrances
var dungeonCenter = Vector2.Zero;
foreach (var room in dungeon.Rooms)
{
dungeonCenter += room.Center;
SetDungeonEntrance(dungeon, room, reservedTiles, random);
}
dungeon.Rebuild();
return dungeon;
}
private void SetDungeonEntrance(Dungeon dungeon, DungeonRoom room, HashSet reservedTiles, Random random)
{
// TODO: Move to dungeonsystem.
// TODO: Look at markers and use that.
// Pick midpoints as fallback
if (room.Entrances.Count == 0)
{
var offset = random.Next(4);
// Pick an entrance that isn't taken.
for (var i = 0; i < 4; i++)
{
var dir = (Direction) ((i + offset) * 2 % 8);
Vector2i entrancePos;
switch (dir)
{
case Direction.East:
entrancePos = new Vector2i(room.Bounds.Right + 1, room.Bounds.Bottom + room.Bounds.Height / 2);
break;
case Direction.North:
entrancePos = new Vector2i(room.Bounds.Left + room.Bounds.Width / 2, room.Bounds.Top + 1);
break;
case Direction.West:
entrancePos = new Vector2i(room.Bounds.Left - 1, room.Bounds.Bottom + room.Bounds.Height / 2);
break;
case Direction.South:
entrancePos = new Vector2i(room.Bounds.Left + room.Bounds.Width / 2, room.Bounds.Bottom - 1);
break;
default:
throw new NotImplementedException();
}
// Check if it's not blocked
var blockPos = entrancePos + dir.ToIntVec() * 2;
if (i != 3 && dungeon.RoomTiles.Contains(blockPos))
{
continue;
}
if (reservedTiles.Contains(entrancePos))
continue;
room.Entrances.Add(entrancePos);
break;
}
}
}
}