* Dungeon spawn support for grid spawns * Recursive dungeons working * Mask approach working * zack * More work * Fix recursive dungeons * Heap of work * weh * the cud * rar * Job * weh * weh * weh * Master merges * orch * weh * vgroid most of the work * Tweaks * Tweaks * weh * do do do do do do * Basic layout * Ore spawning working * Big breaking changes * Mob gen working * weh * Finalising * emo * More finalising * reverty * Reduce distance
61 lines
1.8 KiB
C#
61 lines
1.8 KiB
C#
using System.Threading.Tasks;
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using Content.Shared.Procedural;
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using Content.Shared.Procedural.DungeonGenerators;
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using Content.Shared.Procedural.PostGeneration;
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using Robust.Shared.Map;
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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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/// <summary>
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/// <see cref="ReplaceTileDunGen"/>
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/// </summary>
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private async Task<Dungeon> GenerateTileReplacementDunGen(ReplaceTileDunGen gen, DungeonData data, HashSet<Vector2i> reservedTiles, Random random)
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{
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var tiles = _maps.GetAllTilesEnumerator(_gridUid, _grid);
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var replacements = new List<(Vector2i Index, Tile Tile)>();
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var reserved = new HashSet<Vector2i>();
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while (tiles.MoveNext(out var tileRef))
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{
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var node = tileRef.Value.GridIndices;
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if (reservedTiles.Contains(node))
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continue;
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foreach (var layer in gen.Layers)
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{
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var value = layer.Noise.GetNoise(node.X, node.Y);
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if (value < layer.Threshold)
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continue;
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Tile tile;
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if (random.Prob(gen.VariantWeight))
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{
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tile = _tileDefManager.GetVariantTile(_prototype.Index(layer.Tile), random);
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}
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else
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{
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tile = new Tile(_prototype.Index(layer.Tile).TileId);
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}
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replacements.Add((node, tile));
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reserved.Add(node);
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break;
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}
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await SuspendDungeon();
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}
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_maps.SetTiles(_gridUid, _grid, replacements);
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return new Dungeon(new List<DungeonRoom>()
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{
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new DungeonRoom(reserved, _position, Box2i.Empty, new HashSet<Vector2i>()),
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});
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}
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}
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