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

64 lines
2.0 KiB
C#

using System.Threading.Tasks;
using Content.Server.Ghost.Roles.Components;
using Content.Server.NPC.Components;
using Content.Server.NPC.Systems;
using Content.Shared.Physics;
using Content.Shared.Procedural;
using Content.Shared.Procedural.DungeonLayers;
using Content.Shared.Storage;
using Robust.Shared.Collections;
using Robust.Shared.Random;
namespace Content.Server.Procedural.DungeonJob;
public sealed partial class DungeonJob
{
/// <summary>
/// <see cref="MobsDunGen"/>
/// </summary>
private async Task PostGen(
MobsDunGen gen,
Dungeon dungeon,
Random random)
{
var availableRooms = new ValueList<DungeonRoom>();
availableRooms.AddRange(dungeon.Rooms);
var availableTiles = new ValueList<Vector2i>(dungeon.AllTiles);
var contents = _prototype.Index(gen.Contents);
var count = random.Next(gen.MinCount, gen.MaxCount + 1);
var npcs = _entManager.System<NPCSystem>();
for (var i = 0; i < count; i++)
{
while (availableTiles.Count > 0)
{
var tile = availableTiles.RemoveSwap(random.Next(availableTiles.Count));
if (!_anchorable.TileFree(_grid, tile, (int) CollisionGroup.MachineLayer,
(int) CollisionGroup.MachineLayer))
{
continue;
}
var entities = _entTable.GetSpawns(contents, random);
foreach (var ent in entities)
{
var uid = _entManager.SpawnAtPosition(ent, _maps.GridTileToLocal(_gridUid, _grid, tile));
_entManager.RemoveComponent<GhostRoleComponent>(uid);
_entManager.RemoveComponent<GhostTakeoverAvailableComponent>(uid);
npcs.SleepNPC(uid);
}
break;
}
await SuspendDungeon();
if (!ValidateResume())
return;
}
}
}