Files
tbd-station-14/Content.Shared/Parallax/Biomes/SharedBiomeSystem.cs
metalgearsloth bf79acd127 Salvage magnet revamp (#23119)
* Generic offering window

* More work

* weh

* Parity

* Progression meter

* magnet

* rona

* PG asteroid work

* code red

* Asteroid spawnings

* clams

* a

* Marker fixes

* More fixes

* Workings of biome asteroids

* A

* Fix this loading code

* a

* Fix masking

* weh

* Fixes

* Magnet claiming

* toe

* petogue

* magnet

* Bunch of fixes

* Fix default

* Fixes

* asteroids

* Fix offerings

* Localisation and a bunch of fixes

* a

* Fixes

* Preliminary draft

* Announcement fixes

* Fixes and bump spawn rate

* Fix asteroid spawns and UI

* More fixes

* Expeditions fix

* fix

* Gravity

* Fix announcement rounding

* a

* Offset tweak

* sus

* jankass

* Fix merge
2024-01-04 14:25:32 +11:00

346 lines
11 KiB
C#

using System.Diagnostics.CodeAnalysis;
using System.Numerics;
using Content.Shared.Maps;
using Content.Shared.Parallax.Biomes.Layers;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Noise;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.Manager;
using Robust.Shared.Utility;
namespace Content.Shared.Parallax.Biomes;
public abstract class SharedBiomeSystem : EntitySystem
{
[Dependency] protected readonly IPrototypeManager ProtoManager = default!;
[Dependency] private readonly ISerializationManager _serManager = default!;
[Dependency] protected readonly ITileDefinitionManager TileDefManager = default!;
protected const byte ChunkSize = 8;
private T Pick<T>(List<T> collection, float value)
{
// Listen I don't need this exact and I'm too lazy to finetune just for random ent picking.
value %= 1f;
value = Math.Clamp(value, 0f, 1f);
if (collection.Count == 1)
return collection[0];
var randValue = value * collection.Count;
foreach (var item in collection)
{
randValue -= 1f;
if (randValue <= 0f)
{
return item;
}
}
throw new ArgumentOutOfRangeException();
}
private int Pick(int count, float value)
{
value %= 1f;
value = Math.Clamp(value, 0f, 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, 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, biome.Layers, biome.Seed, grid, out tile);
}
/// <summary>
/// Tries to get the tile, real or otherwise, for the specified indices.
/// </summary>
public bool TryGetBiomeTile(Vector2i indices, List<IBiomeLayer> layers, int seed, MapGridComponent? grid, [NotNullWhen(true)] out Tile? tile)
{
if (grid?.TryGetTileRef(indices, out var tileRef) == true && !tileRef.Tile.IsEmpty)
{
tile = tileRef.Tile;
return true;
}
return TryGetTile(indices, layers, seed, grid, out tile);
}
/// <summary>
/// Gets the underlying biome tile, ignoring any existing tile that may be there.
/// </summary>
public bool TryGetTile(Vector2i indices, List<IBiomeLayer> layers, int seed, MapGridComponent? grid, [NotNullWhen(true)] out Tile? tile)
{
for (var i = layers.Count - 1; i >= 0; i--)
{
var layer = layers[i];
var noiseCopy = GetNoise(layer.Noise, seed);
var invert = layer.Invert;
var value = noiseCopy.GetNoise(indices.X, indices.Y);
value = invert ? value * -1 : value;
if (value < layer.Threshold)
continue;
// Check if the tile is from meta layer, otherwise fall back to default layers.
if (layer is BiomeMetaLayer meta)
{
if (TryGetBiomeTile(indices, ProtoManager.Index<BiomeTemplatePrototype>(meta.Template).Layers, seed, grid, out tile))
{
return true;
}
continue;
}
if (layer is not BiomeTileLayer tileLayer)
continue;
if (TryGetTile(indices, noiseCopy, tileLayer.Invert, tileLayer.Threshold, ProtoManager.Index<ContentTileDefinition>(tileLayer.Tile), tileLayer.Variants, out tile))
{
return true;
}
}
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 noise, bool invert, float threshold, ContentTileDefinition tileDef, List<byte>? variants, [NotNullWhen(true)] out Tile? tile)
{
var found = noise.GetNoise(indices.X, indices.Y);
found = invert ? found * -1 : found;
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 = (noise.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>
public bool TryGetEntity(Vector2i indices, BiomeComponent component, MapGridComponent grid,
[NotNullWhen(true)] out string? entity)
{
if (!TryGetBiomeTile(indices, component.Layers, component.Seed, grid, out var tile))
{
entity = null;
return false;
}
return TryGetEntity(indices, component.Layers, tile.Value, component.Seed, grid, out entity);
}
private bool TryGetEntity(Vector2i indices, List<IBiomeLayer> layers, Tile tileRef, int seed, MapGridComponent grid,
[NotNullWhen(true)] out string? entity)
{
var tileId = TileDefManager[tileRef.TypeId].ID;
for (var i = layers.Count - 1; i >= 0; i--)
{
var layer = layers[i];
switch (layer)
{
case BiomeDummyLayer:
continue;
case IBiomeWorldLayer worldLayer:
if (!worldLayer.AllowedTiles.Contains(tileId))
continue;
break;
case BiomeMetaLayer:
break;
default:
continue;
}
var noiseCopy = GetNoise(layer.Noise, seed);
var invert = layer.Invert;
var value = noiseCopy.GetNoise(indices.X, indices.Y);
value = invert ? value * -1 : value;
if (value < layer.Threshold)
continue;
if (layer is BiomeMetaLayer meta)
{
if (TryGetEntity(indices, ProtoManager.Index<BiomeTemplatePrototype>(meta.Template).Layers, tileRef, seed, grid, out entity))
{
return true;
}
continue;
}
// Decals might block entity so need to check if there's one in front of us.
if (layer is not BiomeEntityLayer biomeLayer)
{
entity = null;
return false;
}
var noiseValue = noiseCopy.GetNoise(indices.X, indices.Y, i);
entity = Pick(biomeLayer.Entities, (noiseValue + 1f) / 2f);
return true;
}
entity = null;
return false;
}
/// <summary>
/// Tries to get the relevant decals for this tile.
/// </summary>
public bool TryGetDecals(Vector2i indices, List<IBiomeLayer> layers, int seed, MapGridComponent grid,
[NotNullWhen(true)] out List<(string ID, Vector2 Position)>? decals)
{
if (!TryGetBiomeTile(indices, layers, seed, grid, out var tileRef))
{
decals = null;
return false;
}
var tileId = TileDefManager[tileRef.Value.TypeId].ID;
for (var i = layers.Count - 1; i >= 0; i--)
{
var layer = layers[i];
// Entities might block decal so need to check if there's one in front of us.
switch (layer)
{
case BiomeDummyLayer:
continue;
case IBiomeWorldLayer worldLayer:
if (!worldLayer.AllowedTiles.Contains(tileId))
continue;
break;
case BiomeMetaLayer:
break;
default:
continue;
}
var invert = layer.Invert;
var noiseCopy = GetNoise(layer.Noise, seed);
var value = noiseCopy.GetNoise(indices.X, indices.Y);
value = invert ? value * -1 : value;
if (value < layer.Threshold)
continue;
if (layer is BiomeMetaLayer meta)
{
if (TryGetDecals(indices, ProtoManager.Index<BiomeTemplatePrototype>(meta.Template).Layers, seed, grid, out decals))
{
return true;
}
continue;
}
// Check if the other layer should even render, if not then keep going.
if (layer is not BiomeDecalLayer decalLayer)
{
decals = null;
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 = noiseCopy.GetNoise(index.X, index.Y);
decalValue = invert ? decalValue * -1 : decalValue;
if (decalValue < decalLayer.Threshold)
continue;
decals.Add((Pick(decalLayer.Decals, (noiseCopy.GetNoise(indices.X, indices.Y, x + y * decalLayer.Divisions) + 1f) / 2f), index));
}
}
// Check other layers
if (decals.Count == 0)
continue;
return true;
}
decals = null;
return false;
}
private FastNoiseLite GetNoise(FastNoiseLite seedNoise, int seed)
{
var noiseCopy = new FastNoiseLite();
_serManager.CopyTo(seedNoise, ref noiseCopy, notNullableOverride: true);
noiseCopy.SetSeed(noiseCopy.GetSeed() + seed);
// Ensure re-calculate is run.
noiseCopy.SetFractalOctaves(noiseCopy.GetFractalOctaves());
return noiseCopy;
}
}