using System.Numerics;
using System.Threading.Tasks;
using Content.Shared.Maps;
using Content.Shared.NPC;
using Content.Shared.Procedural;
using Content.Shared.Procedural.DungeonGenerators;
using Robust.Shared.Random;
using Robust.Shared.Utility;
namespace Content.Server.Procedural.DungeonJob;
public sealed partial class DungeonJob
{
///
///
///
private async Task> GenerateExteriorDungen(int runCount, int maxRuns, Vector2i position, ExteriorDunGen dungen, HashSet reservedTiles, Random random)
{
DebugTools.Assert(_grid.ChunkCount > 0);
var aabb = new Box2i(_grid.LocalAABB.BottomLeft.Floored(), _grid.LocalAABB.TopRight.Floored());
// TODO: Cross-layer seeding. Need this because we need to be able to spread the dungeons out.
var angle = new Random(_seed).NextAngle();
var divisors = new Angle(Angle.FromDegrees(360) / maxRuns);
// Offset each dungeon so they don't generate on top of each other.
for (var i = 0; i < runCount; i++)
{
angle += (random.NextFloat(0.6f, 1.4f)) * divisors;
}
var distance = Math.Max(aabb.Width / 2f + 1f, aabb.Height / 2f + 1f);
var startTile = new Vector2i(0, (int) distance).Rotate(angle);
Vector2i? dungeonSpawn = null;
// Gridcast
SharedPathfindingSystem.GridCast(startTile, position, tile =>
{
if (!_maps.TryGetTileRef(_gridUid, _grid, tile, out var tileRef) ||
_turf.IsSpace(tileRef.Tile))
{
return true;
}
dungeonSpawn = tile;
return false;
});
if (dungeonSpawn == null)
{
return new List()
{
Dungeon.Empty
};
}
// Move it further in based on the spawn angle.
if (dungen.Penetration.Y > 0)
{
var penetration = random.Next(dungen.Penetration.X, dungen.Penetration.Y);
var diff = dungeonSpawn.Value - startTile;
var diffVec = new Vector2(diff.X, diff.Y);
dungeonSpawn = (diffVec.Normalized() * (penetration + diffVec.Length())).Floored() + startTile;
}
var subConfig = _prototype.Index(dungen.Proto);
var nextSeed = random.Next();
var (dungeons, newReserved) = await GetDungeons(dungeonSpawn.Value, subConfig, subConfig.Layers, nextSeed, new Random(nextSeed), reserved: reservedTiles);
reservedTiles.UnionWith(newReserved);
return dungeons;
}
}