Files
tbd-station-14/Content.Server/Procedural/DungeonJob/DungeonJob.Chunk.cs
metalgearsloth fe7b96147c Biome rework (#37735)
* 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>
2025-07-03 00:36:06 -04:00

43 lines
1.3 KiB
C#

using System.Threading.Tasks;
using Content.Shared.Procedural;
using Content.Shared.Procedural.DungeonGenerators;
using Content.Shared.Procedural.PostGeneration;
namespace Content.Server.Procedural.DungeonJob;
public sealed partial class DungeonJob
{
/// <summary>
/// <see cref="BiomeDunGen"/>
/// </summary>
private async Task<Dungeon> PostGen(ChunkDunGen dunGen, HashSet<Vector2i> reservedTiles, Random random)
{
var dungeon = new Dungeon();
var tiles = new HashSet<Vector2i>();
var tr = _position + new Vector2i(dunGen.Size, dunGen.Size);
var oldSeed = dunGen.Noise?.GetSeed() ?? 0;
dunGen.Noise?.SetSeed(_seed + oldSeed);
for (var x = 0; x < dunGen.Size; x++)
{
for (var y = 0; y < dunGen.Size; y++)
{
var index = new Vector2i(_position.X + x, _position.Y + y);
if (reservedTiles.Contains(index))
continue;
if (dunGen.Noise?.GetNoise(x, y) < dunGen.Threshold)
continue;
tiles.Add(index);
}
}
dunGen.Noise?.SetSeed(oldSeed);
var room = new DungeonRoom(tiles, (tr - _position) / 2 + _position, new Box2i(_position, tr), new HashSet<Vector2i>());
dungeon.AddRoom(room);
return dungeon;
}
}