Files
tbd-station-14/Content.Server/Worldgen/Systems/Debris/BlobFloorPlanBuilderSystem.cs
Moony e91fc652a3 Dynamic space world generation and debris. (#15120)
* World generation (squash)

* Test fixes.

* command

* o

* Access cleanup.

* Documentation touchups.

* Use a prototype serializer for BiomeSelectionComponent

* Struct enumerator in SimpleFloorPlanPopulatorSystem

* Safety margins around PoissonDiskSampler, cookie acquisition methodologies

* Struct enumerating PoissonDiskSampler; internal side

* Struct enumerating PoissonDiskSampler: Finish it

* Update WorldgenConfigSystem.cs

awa

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Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
Co-authored-by: 20kdc <asdd2808@gmail.com>
2023-05-16 06:36:45 -05:00

86 lines
3.6 KiB
C#

using System.Linq;
using Content.Server.Worldgen.Components.Debris;
using Content.Shared.Maps;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Random;
namespace Content.Server.Worldgen.Systems.Debris;
/// <summary>
/// This handles building the floor plans for "blobby" debris.
/// </summary>
public sealed class BlobFloorPlanBuilderSystem : BaseWorldSystem
{
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly ITileDefinitionManager _tileDefinition = default!;
/// <inheritdoc />
public override void Initialize()
{
SubscribeLocalEvent<BlobFloorPlanBuilderComponent, ComponentStartup>(OnBlobFloorPlanBuilderStartup);
}
private void OnBlobFloorPlanBuilderStartup(EntityUid uid, BlobFloorPlanBuilderComponent component,
ComponentStartup args)
{
PlaceFloorplanTiles(component, Comp<MapGridComponent>(uid));
}
private void PlaceFloorplanTiles(BlobFloorPlanBuilderComponent comp, MapGridComponent grid)
{
// NO MORE THAN TWO ALLOCATIONS THANK YOU VERY MUCH.
var spawnPoints = new HashSet<Vector2i>(comp.FloorPlacements * 6);
var taken = new Dictionary<Vector2i, Tile>(comp.FloorPlacements * 5);
void PlaceTile(Vector2i point)
{
// Assume we already know that the spawn point is safe.
spawnPoints.Remove(point);
var north = point.Offset(Direction.North);
var south = point.Offset(Direction.South);
var east = point.Offset(Direction.East);
var west = point.Offset(Direction.West);
var radsq = Math.Pow(comp.Radius,
2); // I'd put this outside but i'm not 100% certain caching it between calls is a gain.
// The math done is essentially a fancy way of comparing the distance from 0,0 to the radius,
// and skipping the sqrt normally needed for dist.
if (!taken.ContainsKey(north) && Math.Pow(north.X, 2) + Math.Pow(north.Y, 2) <= radsq)
spawnPoints.Add(north);
if (!taken.ContainsKey(south) && Math.Pow(south.X, 2) + Math.Pow(south.Y, 2) <= radsq)
spawnPoints.Add(south);
if (!taken.ContainsKey(east) && Math.Pow(east.X, 2) + Math.Pow(east.Y, 2) <= radsq)
spawnPoints.Add(east);
if (!taken.ContainsKey(west) && Math.Pow(west.X, 2) + Math.Pow(west.Y, 2) <= radsq)
spawnPoints.Add(west);
var tileDef = _tileDefinition[_random.Pick(comp.FloorTileset)];
taken.Add(point, new Tile(tileDef.TileId, 0, _random.Pick(((ContentTileDefinition)tileDef).PlacementVariants)));
}
PlaceTile(Vector2i.Zero);
for (var i = 0; i < comp.FloorPlacements; i++)
{
var point = _random.Pick(spawnPoints);
PlaceTile(point);
if (comp.BlobDrawProb > 0.0f)
{
if (!taken.ContainsKey(point.Offset(Direction.North)) && _random.Prob(comp.BlobDrawProb))
PlaceTile(point.Offset(Direction.North));
if (!taken.ContainsKey(point.Offset(Direction.South)) && _random.Prob(comp.BlobDrawProb))
PlaceTile(point.Offset(Direction.South));
if (!taken.ContainsKey(point.Offset(Direction.East)) && _random.Prob(comp.BlobDrawProb))
PlaceTile(point.Offset(Direction.East));
if (!taken.ContainsKey(point.Offset(Direction.West)) && _random.Prob(comp.BlobDrawProb))
PlaceTile(point.Offset(Direction.West));
}
}
grid.SetTiles(taken.Select(x => (x.Key, x.Value)).ToList());
}
}