Files
tbd-station-14/Content.Server/Procedural/DungeonJob/DungeonJob.SampleTile.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

67 lines
1.9 KiB
C#

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