* Dungeon spawn support for grid spawns * Recursive dungeons working * Mask approach working * zack * More work * Fix recursive dungeons * Heap of work * weh * the cud * rar * Job * weh * weh * weh * Master merges * orch * weh * vgroid most of the work * Tweaks * Tweaks * weh * do do do do do do * Basic layout * Ore spawning working * Big breaking changes * Mob gen working * weh * Finalising * emo * More finalising * reverty * Reduce distance
51 lines
1.5 KiB
C#
51 lines
1.5 KiB
C#
using System.Numerics;
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using System.Threading.Tasks;
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using Content.Shared.Procedural;
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using Content.Shared.Procedural.DungeonGenerators;
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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="FillGridDunGen"/>
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/// </summary>
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private async Task<Dungeon> GenerateFillDunGen(DungeonData data, HashSet<Vector2i> reservedTiles)
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{
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if (!data.Entities.TryGetValue(DungeonDataKey.Fill, out var fillEnt))
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{
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LogDataError(typeof(FillGridDunGen));
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return Dungeon.Empty;
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}
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var roomTiles = new HashSet<Vector2i>();
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var tiles = _maps.GetAllTilesEnumerator(_gridUid, _grid);
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while (tiles.MoveNext(out var tileRef))
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{
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var tile = tileRef.Value.GridIndices;
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if (reservedTiles.Contains(tile))
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continue;
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if (!_anchorable.TileFree(_grid, tile, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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continue;
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var gridPos = _maps.GridTileToLocal(_gridUid, _grid, tile);
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_entManager.SpawnEntity(fillEnt, gridPos);
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roomTiles.Add(tile);
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await SuspendDungeon();
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if (!ValidateResume())
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break;
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}
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var dungeon = new Dungeon();
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var room = new DungeonRoom(roomTiles, Vector2.Zero, Box2i.Empty, new HashSet<Vector2i>());
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dungeon.AddRoom(room);
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return dungeon;
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}
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}
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