* 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
55 lines
1.6 KiB
C#
55 lines
1.6 KiB
C#
using System.Threading.Tasks;
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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.Physics.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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/// <summary>
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/// <see cref="CorridorClutterDunGen"/>
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/// </summary>
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private async Task PostGen(CorridorClutterDunGen gen, DungeonData data, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
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{
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var physicsQuery = _entManager.GetEntityQuery<PhysicsComponent>();
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var count = (int) Math.Ceiling(dungeon.CorridorTiles.Count * gen.Chance);
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while (count > 0)
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{
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var tile = random.Pick(dungeon.CorridorTiles);
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var enumerator = _maps.GetAnchoredEntitiesEnumerator(_gridUid, _grid, tile);
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var blocked = false;
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while (enumerator.MoveNext(out var ent))
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{
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if (!physicsQuery.TryGetComponent(ent, out var physics) ||
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!physics.CanCollide ||
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!physics.Hard)
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{
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continue;
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}
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blocked = true;
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break;
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}
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if (blocked)
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continue;
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count--;
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var protos = EntitySpawnCollection.GetSpawns(gen.Contents, random);
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var coords = _maps.ToCenterCoordinates(_gridUid, tile, _grid);
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_entManager.SpawnEntities(coords, protos);
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await SuspendIfOutOfTime();
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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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