Files
tbd-station-14/Content.Shared/Parallax/Biomes/SharedBiomeSystem.cs
2023-03-10 16:41:22 +11:00

334 lines
9.9 KiB
C#

using System.Diagnostics.CodeAnalysis;
using Content.Shared.Maps;
using Robust.Shared.GameStates;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Noise;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
namespace Content.Shared.Parallax.Biomes;
public abstract class SharedBiomeSystem : EntitySystem
{
[Dependency] protected readonly IPrototypeManager ProtoManager = default!;
[Dependency] protected readonly ITileDefinitionManager TileDefManager = default!;
protected const byte ChunkSize = 8;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<BiomeComponent, ComponentGetState>(OnBiomeGetState);
SubscribeLocalEvent<BiomeComponent, ComponentHandleState>(OnBiomeHandleState);
}
private void OnBiomeHandleState(EntityUid uid, BiomeComponent component, ref ComponentHandleState args)
{
if (args.Current is not BiomeComponentState state)
return;
component.Seed = state.Seed;
component.BiomePrototype = state.Prototype;
component.Noise.SetSeed(component.Seed);
}
private void OnBiomeGetState(EntityUid uid, BiomeComponent component, ref ComponentGetState args)
{
args.State = new BiomeComponentState(component.Seed, component.BiomePrototype);
}
protected T Pick<T>(List<T> collection, float value)
{
DebugTools.Assert(value is >= 0f and <= 1f);
if (collection.Count == 1)
return collection[0];
value *= collection.Count;
foreach (var item in collection)
{
value -= 1f;
if (value <= 0f)
{
return item;
}
}
throw new ArgumentOutOfRangeException();
}
protected int Pick(int count, float value)
{
DebugTools.Assert(value is >= 0f and <= 1f);
if (count == 1)
return 0;
value *= count;
for (var i = 0; i < count; i++)
{
value -= 1f;
if (value <= 0f)
{
return i;
}
}
throw new ArgumentOutOfRangeException();
}
public bool TryGetBiomeTile(EntityUid uid, MapGridComponent grid, FastNoiseLite noise, Vector2i indices, [NotNullWhen(true)] out Tile? tile)
{
if (grid.TryGetTileRef(indices, out var tileRef) && !tileRef.Tile.IsEmpty)
{
tile = tileRef.Tile;
return true;
}
if (!TryComp<BiomeComponent>(uid, out var biome))
{
tile = null;
return false;
}
return TryGetBiomeTile(indices, ProtoManager.Index<BiomePrototype>(biome.BiomePrototype),
biome.Noise, grid, out tile);
}
/// <summary>
/// Tries to get the tile, real or otherwise, for the specified indices.
/// </summary>
public bool TryGetBiomeTile(Vector2i indices, BiomePrototype prototype, FastNoiseLite noise, MapGridComponent? grid, [NotNullWhen(true)] out Tile? tile)
{
if (grid?.TryGetTileRef(indices, out var tileRef) == true && !tileRef.Tile.IsEmpty)
{
tile = tileRef.Tile;
return true;
}
var oldSeed = noise.GetSeed();
for (var i = prototype.Layers.Count - 1; i >= 0; i--)
{
var layer = prototype.Layers[i];
if (layer is not BiomeTileLayer tileLayer)
continue;
SetNoise(noise, oldSeed, layer.Noise);
if (TryGetTile(indices, noise, tileLayer.Threshold, ProtoManager.Index<ContentTileDefinition>(tileLayer.Tile), tileLayer.Variants, out tile))
{
noise.SetSeed(oldSeed);
return true;
}
}
noise.SetSeed(oldSeed);
tile = null;
return false;
}
/// <summary>
/// Gets the underlying biome tile, ignoring any existing tile that may be there.
/// </summary>
private bool TryGetTile(Vector2i indices, FastNoiseLite seed, float threshold, ContentTileDefinition tileDef, List<byte>? variants, [NotNullWhen(true)] out Tile? tile)
{
var found = seed.GetNoise(indices.X, indices.Y);
if (found < threshold)
{
tile = null;
return false;
}
byte variant = 0;
var variantCount = variants?.Count ?? tileDef.Variants;
// Pick a variant tile if they're available as well
if (variantCount > 1)
{
var variantValue = (seed.GetNoise(indices.X * 8, indices.Y * 8, variantCount) + 1f) / 2f;
variant = (byte) Pick(variantCount, variantValue);
if (variants != null)
{
variant = variants[variant];
}
}
tile = new Tile(tileDef.TileId, 0, variant);
return true;
}
/// <summary>
/// Tries to get the relevant entity for this tile.
/// </summary>
protected bool TryGetEntity(Vector2i indices, BiomePrototype prototype, FastNoiseLite noise, MapGridComponent grid,
[NotNullWhen(true)] out string? entity)
{
if (!TryGetBiomeTile(indices, prototype, noise, grid, out var tileRef))
{
entity = null;
return false;
}
var tileId = TileDefManager[tileRef.Value.TypeId].ID;
var oldSeed = noise.GetSeed();
for (var i = prototype.Layers.Count - 1; i >= 0; i--)
{
var layer = prototype.Layers[i];
// Decals might block entity so need to check if there's one in front of us.
switch (layer)
{
case IBiomeWorldLayer worldLayer:
if (!worldLayer.AllowedTiles.Contains(tileId))
continue;
break;
default:
continue;
}
SetNoise(noise, oldSeed, layer.Noise);
var value = noise.GetNoise(indices.X, indices.Y);
if (value < layer.Threshold)
{
continue;
}
if (layer is not BiomeEntityLayer biomeLayer)
{
entity = null;
noise.SetSeed(oldSeed);
return false;
}
entity = Pick(biomeLayer.Entities, (noise.GetNoise(indices.X, indices.Y, i) + 1f) / 2f);
noise.SetSeed(oldSeed);
return true;
}
noise.SetSeed(oldSeed);
entity = null;
return false;
}
/// <summary>
/// Tries to get the relevant decals for this tile.
/// </summary>
public bool TryGetDecals(Vector2i indices, BiomePrototype prototype, FastNoiseLite noise, MapGridComponent grid,
[NotNullWhen(true)] out List<(string ID, Vector2 Position)>? decals)
{
if (!TryGetBiomeTile(indices, prototype, noise, grid, out var tileRef))
{
decals = null;
return false;
}
var tileId = TileDefManager[tileRef.Value.TypeId].ID;
var oldSeed = noise.GetSeed();
for (var i = prototype.Layers.Count - 1; i >= 0; i--)
{
var layer = prototype.Layers[i];
// Entities might block decal so need to check if there's one in front of us.
switch (layer)
{
case IBiomeWorldLayer worldLayer:
if (!worldLayer.AllowedTiles.Contains(tileId))
continue;
break;
default:
continue;
}
SetNoise(noise, oldSeed, layer.Noise);
// Check if the other layer should even render, if not then keep going.
if (layer is not BiomeDecalLayer decalLayer)
{
if (noise.GetNoise(indices.X, indices.Y) < layer.Threshold)
continue;
decals = null;
noise.SetSeed(oldSeed);
return false;
}
decals = new List<(string ID, Vector2 Position)>();
for (var x = 0; x < decalLayer.Divisions; x++)
{
for (var y = 0; y < decalLayer.Divisions; y++)
{
var index = new Vector2(indices.X + x * 1f / decalLayer.Divisions, indices.Y + y * 1f / decalLayer.Divisions);
var decalValue = noise.GetNoise(index.X, index.Y);
if (decalValue < decalLayer.Threshold)
continue;
decals.Add((Pick(decalLayer.Decals, (noise.GetNoise(indices.X, indices.Y, x + y * decalLayer.Divisions) + 1f) / 2f), index));
}
}
// Check other layers
if (decals.Count == 0)
continue;
noise.SetSeed(oldSeed);
return true;
}
noise.SetSeed(oldSeed);
decals = null;
return false;
}
private void SetNoise(FastNoiseLite noise, int oldSeed, FastNoiseLite data)
{
// General
noise.SetSeed(oldSeed + data.GetSeed());
noise.SetFrequency(data.GetFrequency());
noise.SetNoiseType(data.GetNoiseType());
noise.GetRotationType3D();
// Fractal
noise.SetFractalType(data.GetFractalType());
noise.SetFractalOctaves(data.GetFractalOctaves());
noise.SetFractalLacunarity(data.GetFractalLacunarity());
// Cellular
noise.SetCellularDistanceFunction(data.GetCellularDistanceFunction());
noise.SetCellularReturnType(data.GetCellularReturnType());
noise.SetCellularJitter(data.GetCellularJitter());
// Domain warps require separate noise
}
[Serializable, NetSerializable]
private sealed class BiomeComponentState : ComponentState
{
public int Seed;
public string Prototype;
public BiomeComponentState(int seed, string prototype)
{
Seed = seed;
Prototype = prototype;
}
}
}