* 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>
66 lines
2.2 KiB
C#
66 lines
2.2 KiB
C#
using Content.Shared.Atmos;
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using Content.Shared.Gravity;
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using Content.Shared.Light.Components;
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using Content.Shared.Procedural.Components;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Procedural;
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public sealed partial class BiomeSystem
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{
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/// <summary>
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/// Copies the biomecomponent to the specified map.
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/// </summary>
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public BiomeComponent? AddBiome(Entity<BiomeComponent?> mapUid, EntProtoId biomeTemplate, int? seed = null)
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{
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if (!_protomanager.Index(biomeTemplate).Components.TryGetComponent(Factory.GetComponentName<BiomeComponent>(), out var template))
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{
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return null;
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}
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var biome = Factory.GetComponent<BiomeComponent>();
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var biomeObj = (object)biome;
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_serManager.CopyTo(template, ref biomeObj, notNullableOverride: true);
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seed ??= _random.Next();
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biome.Seed = seed.Value;
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AddComp(mapUid, biome, true);
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return biome;
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}
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/// <summary>
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/// Creates a simple planet setup for a map.
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/// </summary>
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public void EnsurePlanet(EntityUid mapUid, EntProtoId biomeTemplate, int? seed = null, MetaDataComponent? metadata = null, Color? mapLight = null)
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{
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if (!Resolve(mapUid, ref metadata))
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return;
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EnsureComp<MapGridComponent>(mapUid);
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AddBiome(mapUid, biomeTemplate, seed);
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var gravity = EnsureComp<GravityComponent>(mapUid);
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gravity.Enabled = true;
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gravity.Inherent = true;
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Dirty(mapUid, gravity, metadata);
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var light = EnsureComp<MapLightComponent>(mapUid);
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light.AmbientLightColor = mapLight ?? Color.FromHex("#D8B059");
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Dirty(mapUid, light, metadata);
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EnsureComp<RoofComponent>(mapUid);
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EnsureComp<LightCycleComponent>(mapUid);
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EnsureComp<SunShadowComponent>(mapUid);
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EnsureComp<SunShadowCycleComponent>(mapUid);
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var moles = new float[Atmospherics.AdjustedNumberOfGases];
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moles[(int)Gas.Oxygen] = 21.824779f;
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moles[(int)Gas.Nitrogen] = 82.10312f;
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var mixture = new GasMixture(moles, Atmospherics.T20C);
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_atmos.SetMapAtmosphere(mapUid, false, mixture);
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}
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}
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