* DungeonData rework Back to fields, serializes better, just make new layers dumby. * wawawewa * Fix this * Fixes * review * thanks fork * fix
130 lines
4.4 KiB
C#
130 lines
4.4 KiB
C#
using System.Linq;
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using System.Threading.Tasks;
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using Content.Shared.Maps;
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using Content.Shared.Procedural;
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using Content.Shared.Procedural.PostGeneration;
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using Content.Shared.Storage;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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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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// (Comment refers to internal & external).
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/*
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* You may be wondering why these are different.
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* It's because for internals we want to force it as it looks nicer and not leave it up to chance.
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*/
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// TODO: Can probably combine these a bit, their differences are in really annoying to pull out spots.
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/// <summary>
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/// <see cref="ExternalWindowDunGen"/>
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/// </summary>
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private async Task PostGen(ExternalWindowDunGen gen, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
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{
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// Iterate every tile with N chance to spawn windows on that wall per cardinal dir.
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var chance = 0.25 / 3f;
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var allExterior = new HashSet<Vector2i>(dungeon.CorridorExteriorTiles);
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allExterior.UnionWith(dungeon.RoomExteriorTiles);
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var validTiles = allExterior.ToList();
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random.Shuffle(validTiles);
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var tiles = new List<(Vector2i, Tile)>();
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var tileDef = _tileDefManager[gen.Tile];
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var count = Math.Floor(validTiles.Count * chance);
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var index = 0;
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var takenTiles = new HashSet<Vector2i>();
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// There's a bunch of shit here but tl;dr
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// - don't spawn over cap
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// - Check if we have 3 tiles in a row that aren't corners and aren't obstructed
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foreach (var tile in validTiles)
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{
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if (index > count)
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break;
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// Room tile / already used.
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if (!_anchorable.TileFree(_grid, tile, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask) ||
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takenTiles.Contains(tile))
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{
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continue;
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}
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// Check we're not on a corner
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for (var i = 0; i < 2; i++)
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{
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var dir = (Direction) (i * 2);
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var dirVec = dir.ToIntVec();
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var isValid = true;
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// Check 1 beyond either side to ensure it's not a corner.
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for (var j = -1; j < 4; j++)
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{
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var neighbor = tile + dirVec * j;
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if (!allExterior.Contains(neighbor) ||
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takenTiles.Contains(neighbor) ||
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!_anchorable.TileFree(_grid, neighbor, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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{
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isValid = false;
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break;
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}
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// Also check perpendicular that it is free
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foreach (var k in new [] {2, 6})
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{
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var perp = (Direction) ((i * 2 + k) % 8);
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var perpVec = perp.ToIntVec();
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var perpTile = tile + perpVec;
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if (allExterior.Contains(perpTile) ||
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takenTiles.Contains(neighbor) ||
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!_anchorable.TileFree(_grid, perpTile, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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{
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isValid = false;
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break;
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}
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}
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if (!isValid)
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break;
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}
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if (!isValid)
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continue;
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for (var j = 0; j < 3; j++)
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{
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var neighbor = tile + dirVec * j;
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if (reservedTiles.Contains(neighbor))
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continue;
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tiles.Add((neighbor, _tile.GetVariantTile((ContentTileDefinition) tileDef, random)));
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index++;
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takenTiles.Add(neighbor);
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}
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}
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}
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_maps.SetTiles(_gridUid, _grid, tiles);
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var contents = _prototype.Index(gen.Contents);
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foreach (var tile in tiles)
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{
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var gridPos = _maps.GridTileToLocal(_gridUid, _grid, tile.Item1);
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_entManager.SpawnEntitiesAttachedTo(gridPos, _entTable.GetSpawns(contents, random));
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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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}
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