Files
tbd-station-14/Content.Server/Procedural/DungeonJob/DungeonJob.CornerClutter.cs
metalgearsloth 4afccdd5db DungeonData rework (#37172)
* DungeonData rework

Back to fields, serializes better, just make new layers dumby.

* wawawewa

* Fix this

* Fixes

* review

* thanks fork

* fix
2025-05-18 03:10:30 +10:00

54 lines
1.6 KiB
C#

using System.Threading.Tasks;
using Content.Shared.Procedural;
using Content.Shared.Procedural.PostGeneration;
using Robust.Shared.Random;
namespace Content.Server.Procedural.DungeonJob;
public sealed partial class DungeonJob
{
/// <summary>
/// <see cref="CornerClutterDunGen"/>
/// </summary>
private async Task PostGen(CornerClutterDunGen gen, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
{
var contentsTable = _prototype.Index(gen.Contents);
foreach (var tile in dungeon.CorridorTiles)
{
if (reservedTiles.Contains(tile))
continue;
var blocked = _anchorable.TileFree(_grid, tile, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask);
if (blocked)
continue;
// If at least 2 adjacent tiles are blocked consider it a corner
for (var i = 0; i < 4; i++)
{
var dir = (Direction) (i * 2);
blocked = HasWall(tile + dir.ToIntVec());
if (!blocked)
continue;
var nextDir = (Direction) ((i + 1) * 2 % 8);
blocked = HasWall(tile + nextDir.ToIntVec());
if (!blocked)
continue;
if (random.Prob(gen.Chance))
{
var coords = _maps.GridTileToLocal(_gridUid, _grid, tile);
var protos = contentsTable.Table.GetSpawns(random, _entManager, _prototype);
_entManager.SpawnEntitiesAttachedTo(coords, protos);
}
break;
}
}
}
}