* 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
115 lines
4.5 KiB
C#
115 lines
4.5 KiB
C#
using System.Threading.Tasks;
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using Content.Shared.Maps;
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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.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="DungeonEntranceDunGen"/>
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/// </summary>
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private async Task PostGen(DungeonEntranceDunGen gen, DungeonData data, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
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{
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if (!data.Tiles.TryGetValue(DungeonDataKey.FallbackTile, out var tileProto) ||
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!data.SpawnGroups.TryGetValue(DungeonDataKey.Entrance, out var entrance))
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{
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LogDataError(typeof(DungeonEntranceDunGen));
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return;
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}
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var rooms = new List<DungeonRoom>(dungeon.Rooms);
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var roomTiles = new List<Vector2i>();
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var tileDef = (ContentTileDefinition) _tileDefManager[tileProto];
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for (var i = 0; i < gen.Count; i++)
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{
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var roomIndex = random.Next(rooms.Count);
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var room = rooms[roomIndex];
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// Move out 3 tiles in a direction away from center of the room
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// If none of those intersect another tile it's probably external
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// TODO: Maybe need to take top half of furthest rooms in case there's interior exits?
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roomTiles.AddRange(room.Exterior);
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random.Shuffle(roomTiles);
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foreach (var tile in roomTiles)
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{
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var isValid = false;
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// Check if one side is dungeon and the other side is nothing.
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for (var j = 0; j < 4; j++)
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{
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var dir = (Direction) (j * 2);
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var oppositeDir = dir.GetOpposite();
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var dirVec = tile + dir.ToIntVec();
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var oppositeDirVec = tile + oppositeDir.ToIntVec();
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if (!dungeon.RoomTiles.Contains(dirVec))
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{
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continue;
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}
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if (dungeon.RoomTiles.Contains(oppositeDirVec) ||
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dungeon.RoomExteriorTiles.Contains(oppositeDirVec) ||
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dungeon.CorridorExteriorTiles.Contains(oppositeDirVec) ||
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dungeon.CorridorTiles.Contains(oppositeDirVec))
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{
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continue;
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}
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// Check if exterior spot free.
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if (!_anchorable.TileFree(_grid, tile, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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{
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continue;
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}
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// Check if interior spot free (no guarantees on exterior but ClearDoor should handle it)
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if (!_anchorable.TileFree(_grid, dirVec, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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{
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continue;
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}
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// Valid pick!
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isValid = true;
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// Entrance wew
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_maps.SetTile(_gridUid, _grid, tile, _tile.GetVariantTile(tileDef, random));
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ClearDoor(dungeon, _grid, tile);
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var gridCoords = _maps.GridTileToLocal(_gridUid, _grid, tile);
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// Need to offset the spawn to avoid spawning in the room.
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foreach (var ent in EntitySpawnCollection.GetSpawns(_prototype.Index(entrance).Entries, random))
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{
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_entManager.SpawnAtPosition(ent, gridCoords);
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}
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// Clear out any biome tiles nearby to avoid blocking it
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foreach (var nearTile in _maps.GetLocalTilesIntersecting(_gridUid, _grid, new Circle(gridCoords.Position, 1.5f), false))
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{
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if (dungeon.RoomTiles.Contains(nearTile.GridIndices) ||
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dungeon.RoomExteriorTiles.Contains(nearTile.GridIndices) ||
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dungeon.CorridorTiles.Contains(nearTile.GridIndices) ||
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dungeon.CorridorExteriorTiles.Contains(nearTile.GridIndices))
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{
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continue;
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}
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_maps.SetTile(_gridUid, _grid, nearTile.GridIndices, _tile.GetVariantTile(tileDef, random));
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}
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break;
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}
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if (isValid)
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break;
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}
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roomTiles.Clear();
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}
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}
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}
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