Files
tbd-station-14/Content.Server/Procedural/DungeonSystem.Rooms.cs
Pieter-Jan Briers e99fc501a6 Revert biome rework (#38724)
* Revert "Fix world generation (#38713)"

This reverts commit 10fa6ff4af.

* Revert "Biome rework (#37735)"

This reverts commit fe7b96147c.
2025-07-03 20:48:04 +02:00

270 lines
9.8 KiB
C#

using System.Numerics;
using Content.Shared.Decals;
using Content.Shared.Maps;
using Content.Shared.Procedural;
using Content.Shared.Random.Helpers;
using Content.Shared.Whitelist;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Utility;
namespace Content.Server.Procedural;
public sealed partial class DungeonSystem
{
// Temporary caches.
private readonly HashSet<EntityUid> _entitySet = new();
private readonly List<DungeonRoomPrototype> _availableRooms = new();
/// <summary>
/// Gets a random dungeon room matching the specified area, whitelist and size.
/// </summary>
public DungeonRoomPrototype? GetRoomPrototype(Vector2i size, Random random, EntityWhitelist? whitelist = null)
{
return GetRoomPrototype(random, whitelist, minSize: size, maxSize: size);
}
/// <summary>
/// Gets a random dungeon room matching the specified area and whitelist and size range
/// </summary>
public DungeonRoomPrototype? GetRoomPrototype(Random random,
EntityWhitelist? whitelist = null,
Vector2i? minSize = null,
Vector2i? maxSize = null)
{
// Can never be true.
if (whitelist is { Tags: null })
{
return null;
}
_availableRooms.Clear();
foreach (var proto in _prototype.EnumeratePrototypes<DungeonRoomPrototype>())
{
if (minSize is not null && (proto.Size.X < minSize.Value.X || proto.Size.Y < minSize.Value.Y))
continue;
if (maxSize is not null && (proto.Size.X > maxSize.Value.X || proto.Size.Y > maxSize.Value.Y))
continue;
if (whitelist == null)
{
_availableRooms.Add(proto);
continue;
}
foreach (var tag in whitelist.Tags)
{
if (!proto.Tags.Contains(tag))
continue;
_availableRooms.Add(proto);
break;
}
}
if (_availableRooms.Count == 0)
return null;
var room = _availableRooms[random.Next(_availableRooms.Count)];
return room;
}
public void SpawnRoom(
EntityUid gridUid,
MapGridComponent grid,
Vector2i origin,
DungeonRoomPrototype room,
Random random,
HashSet<Vector2i>? reservedTiles,
bool clearExisting = false,
bool rotation = false)
{
var originTransform = Matrix3Helpers.CreateTranslation(origin.X, origin.Y);
var roomRotation = Angle.Zero;
if (rotation)
{
roomRotation = GetRoomRotation(room, random);
}
var roomTransform = Matrix3Helpers.CreateTransform((Vector2)room.Size / 2f, roomRotation);
var finalTransform = Matrix3x2.Multiply(roomTransform, originTransform);
SpawnRoom(gridUid, grid, finalTransform, room, reservedTiles, clearExisting);
}
public Angle GetRoomRotation(DungeonRoomPrototype room, Random random)
{
var roomRotation = Angle.Zero;
if (room.Size.X == room.Size.Y)
{
// Give it a random rotation
roomRotation = random.Next(4) * Math.PI / 2;
}
else if (random.Next(2) == 1)
{
roomRotation += Math.PI;
}
return roomRotation;
}
public void SpawnRoom(
EntityUid gridUid,
MapGridComponent grid,
Matrix3x2 roomTransform,
DungeonRoomPrototype room,
HashSet<Vector2i>? reservedTiles = null,
bool clearExisting = false)
{
// Ensure the underlying template exists.
var roomMap = GetOrCreateTemplate(room);
var templateMapUid = _maps.GetMapOrInvalid(roomMap);
var templateGrid = Comp<MapGridComponent>(templateMapUid);
var roomDimensions = room.Size;
var finalRoomRotation = roomTransform.Rotation();
var roomCenter = (room.Offset + room.Size / 2f) * grid.TileSize;
var tileOffset = -roomCenter + grid.TileSizeHalfVector;
_tiles.Clear();
// Load tiles
for (var x = 0; x < roomDimensions.X; x++)
{
for (var y = 0; y < roomDimensions.Y; y++)
{
var indices = new Vector2i(x + room.Offset.X, y + room.Offset.Y);
var tileRef = _maps.GetTileRef(templateMapUid, templateGrid, indices);
var tilePos = Vector2.Transform(indices + tileOffset, roomTransform);
var rounded = tilePos.Floored();
if (!clearExisting && reservedTiles?.Contains(rounded) == true)
continue;
if (room.IgnoreTile is not null)
{
if (_maps.TryGetTileDef(templateGrid, indices, out var tileDef) && room.IgnoreTile == tileDef.ID)
continue;
}
_tiles.Add((rounded, tileRef.Tile));
if (clearExisting)
{
var anchored = _maps.GetAnchoredEntities((gridUid, grid), rounded);
foreach (var ent in anchored)
{
QueueDel(ent);
}
}
}
}
var bounds = new Box2(room.Offset, room.Offset + room.Size);
_maps.SetTiles(gridUid, grid, _tiles);
// Load entities
// TODO: I don't think engine supports full entity copying so we do this piece of shit.
foreach (var templateEnt in _lookup.GetEntitiesIntersecting(templateMapUid, bounds, LookupFlags.Uncontained))
{
var templateXform = _xformQuery.GetComponent(templateEnt);
var childPos = Vector2.Transform(templateXform.LocalPosition - roomCenter, roomTransform);
if (!clearExisting && reservedTiles?.Contains(childPos.Floored()) == true)
continue;
var childRot = templateXform.LocalRotation + finalRoomRotation;
var protoId = _metaQuery.GetComponent(templateEnt).EntityPrototype?.ID;
// TODO: Copy the templated entity as is with serv
var ent = Spawn(protoId, new EntityCoordinates(gridUid, childPos));
var childXform = _xformQuery.GetComponent(ent);
var anchored = templateXform.Anchored;
_transform.SetLocalRotation(ent, childRot, childXform);
// If the templated entity was anchored then anchor us too.
if (anchored && !childXform.Anchored)
_transform.AnchorEntity((ent, childXform), (gridUid, grid));
else if (!anchored && childXform.Anchored)
_transform.Unanchor(ent, childXform);
}
// Load decals
if (TryComp<DecalGridComponent>(templateMapUid, out var loadedDecals))
{
EnsureComp<DecalGridComponent>(gridUid);
foreach (var (_, decal) in _decals.GetDecalsIntersecting(templateMapUid, bounds, loadedDecals))
{
// Offset by 0.5 because decals are offset from bot-left corner
// So we convert it to center of tile then convert it back again after transform.
// Do these shenanigans because 32x32 decals assume as they are centered on bottom-left of tiles.
var position = Vector2.Transform(decal.Coordinates + grid.TileSizeHalfVector - roomCenter, roomTransform);
position -= grid.TileSizeHalfVector;
if (!clearExisting && reservedTiles?.Contains(position.Floored()) == true)
continue;
// Umm uhh I love decals so uhhhh idk what to do about this
var angle = (decal.Angle + finalRoomRotation).Reduced();
// Adjust because 32x32 so we can't rotate cleanly
// Yeah idk about the uhh vectors here but it looked visually okay but they may still be off by 1.
// Also EyeManager.PixelsPerMeter should really be in shared.
if (angle.Equals(Math.PI))
{
position += new Vector2(-1f / 32f, 1f / 32f);
}
else if (angle.Equals(-Math.PI / 2f))
{
position += new Vector2(-1f / 32f, 0f);
}
else if (angle.Equals(Math.PI / 2f))
{
position += new Vector2(0f, 1f / 32f);
}
else if (angle.Equals(Math.PI * 1.5f))
{
// I hate this but decals are bottom-left rather than center position and doing the
// matrix ops is a PITA hence this workaround for now; I also don't want to add a stupid
// field for 1 specific op on decals
if (decal.Id != "DiagonalCheckerAOverlay" &&
decal.Id != "DiagonalCheckerBOverlay")
{
position += new Vector2(-1f / 32f, 0f);
}
}
var tilePos = position.Floored();
// Fallback because uhhhhhhhh yeah, a corner tile might look valid on the original
// but place 1 nanometre off grid and fail the add.
if (!_maps.TryGetTileRef(gridUid, grid, tilePos, out var tileRef) || tileRef.Tile.IsEmpty)
{
_maps.SetTile(gridUid, grid, tilePos, _tile.GetVariantTile((ContentTileDefinition)_tileDefManager[FallbackTileId], _random.GetRandom()));
}
var result = _decals.TryAddDecal(
decal.Id,
new EntityCoordinates(gridUid, position),
out _,
decal.Color,
angle,
decal.ZIndex,
decal.Cleanable);
DebugTools.Assert(result);
}
}
}
}