* 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
108 lines
2.9 KiB
C#
108 lines
2.9 KiB
C#
using Content.Server.Shuttles.Systems;
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using Content.Shared.Dataset;
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using Content.Shared.Procedural;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.Server.Shuttles.Components;
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/// <summary>
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/// Similar to <see cref="GridFillComponent"/> except spawns the grid near to the station.
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/// </summary>
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[RegisterComponent, Access(typeof(ShuttleSystem))]
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public sealed partial class GridSpawnComponent : Component
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{
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/// <summary>
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/// Dictionary of groups where each group will have entries selected.
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/// String is just an identifier to make yaml easier.
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/// </summary>
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[DataField(required: true)] public Dictionary<string, IGridSpawnGroup> Groups = new();
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}
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public interface IGridSpawnGroup
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{
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/// <summary>
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/// Minimum distance to spawn away from the station.
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/// </summary>
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public float MinimumDistance { get; }
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/// <inheritdoc />
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public ProtoId<DatasetPrototype>? NameDataset { get; }
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/// <inheritdoc />
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int MinCount { get; set; }
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/// <inheritdoc />
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int MaxCount { get; set; }
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/// <summary>
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/// Components to be added to any spawned grids.
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/// </summary>
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public ComponentRegistry AddComponents { get; set; }
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/// <summary>
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/// Hide the IFF label of the grid.
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/// </summary>
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public bool Hide { get; set; }
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/// <summary>
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/// Should we set the metadata name of a grid. Useful for admin purposes.
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/// </summary>
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public bool NameGrid { get; set; }
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/// <summary>
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/// Should we add this to the station's grids (if possible / relevant).
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/// </summary>
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public bool StationGrid { get; set; }
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}
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[DataRecord]
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public sealed class DungeonSpawnGroup : IGridSpawnGroup
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{
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/// <summary>
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/// Prototypes we can choose from to spawn.
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/// </summary>
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public List<ProtoId<DungeonConfigPrototype>> Protos = new();
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/// <inheritdoc />
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public float MinimumDistance { get; }
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/// <inheritdoc />
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public ProtoId<DatasetPrototype>? NameDataset { get; }
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/// <inheritdoc />
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public int MinCount { get; set; } = 1;
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/// <inheritdoc />
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public int MaxCount { get; set; } = 1;
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/// <inheritdoc />
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public ComponentRegistry AddComponents { get; set; } = new();
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/// <inheritdoc />
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public bool Hide { get; set; } = false;
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/// <inheritdoc />
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public bool NameGrid { get; set; } = false;
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/// <inheritdoc />
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public bool StationGrid { get; set; } = false;
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}
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[DataRecord]
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public sealed class GridSpawnGroup : IGridSpawnGroup
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{
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public List<ResPath> Paths = new();
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public float MinimumDistance { get; }
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public ProtoId<DatasetPrototype>? NameDataset { get; }
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public int MinCount { get; set; } = 1;
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public int MaxCount { get; set; } = 1;
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public ComponentRegistry AddComponents { get; set; } = new();
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public bool Hide { get; set; } = false;
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public bool NameGrid { get; set; } = true;
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public bool StationGrid { get; set; } = true;
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}
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