* 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>
67 lines
1.9 KiB
C#
67 lines
1.9 KiB
C#
using System.Threading.Tasks;
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using Content.Shared.Procedural;
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using Content.Shared.Procedural.DungeonLayers;
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using Robust.Shared.Map;
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using Robust.Shared.Noise;
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using Robust.Shared.Random;
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namespace Content.Server.Procedural.DungeonJob;
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public sealed partial class DungeonJob
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{
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/// <summary>
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/// <see cref="SampleTileDunGen"/>
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/// </summary>
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private async Task PostGen(SampleTileDunGen gen,
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List<Dungeon> dungeons,
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HashSet<Vector2i> reservedTiles,
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Random random)
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{
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var noise = gen.Noise;
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var oldSeed = noise.GetSeed();
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noise.SetSeed(_seed + oldSeed);
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var tiles = new List<(Vector2i Index, Tile Tile)>();
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var tileDef = _prototype.Index(gen.Tile);
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var variants = tileDef.PlacementVariants.Length;
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foreach (var dungeon in dungeons)
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{
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foreach (var tile in dungeon.AllTiles)
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{
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if (reservedTiles.Contains(tile))
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continue;
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var invert = gen.Invert;
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var value = noise.GetNoise(tile.X, tile.Y);
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value = invert ? value * -1 : value;
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if (value < gen.Threshold)
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continue;
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var variantValue = (noise.GetNoise(tile.X * 8, tile.Y * 8, variants) + 1f) * 100;
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var variant = _tile.PickVariant(tileDef, (int)variantValue);
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var tileVariant = new Tile(tileDef.TileId, variant: variant);
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tiles.Add((tile, tileVariant));
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AddLoadedTile(tile, tileVariant);
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await SuspendDungeon();
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if (!ValidateResume())
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return;
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}
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}
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gen.Noise.SetSeed(oldSeed);
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_maps.SetTiles(_gridUid, _grid, tiles);
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if (gen.ReserveTiles)
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{
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foreach (var tile in tiles)
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{
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reservedTiles.Add(tile.Index);
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}
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}
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}
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}
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