* RoolFill can now spaw rooms with any size * tile ignoring * upgrade interior * simplify * Update DungeonSystem.Rooms.cs * center rooms * Update RoomFillComponent.cs * Update RoomFillComponent.cs * Update DungeonSystem.Rooms.cs * Remove roomfillcoponent from integration test * Update EntityTest.cs * remove nullable size, replaced with minsize and maxsize * clear existing logic refactor * delete this one
48 lines
1.5 KiB
C#
48 lines
1.5 KiB
C#
using Robust.Shared.Map.Components;
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namespace Content.Server.Procedural;
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public sealed class RoomFillSystem : EntitySystem
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{
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[Dependency] private readonly DungeonSystem _dungeon = default!;
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[Dependency] private readonly SharedMapSystem _maps = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RoomFillComponent, MapInitEvent>(OnRoomFillMapInit);
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}
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private void OnRoomFillMapInit(EntityUid uid, RoomFillComponent component, MapInitEvent args)
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{
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var xform = Transform(uid);
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if (xform.GridUid != null)
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{
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var random = new Random();
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var room = _dungeon.GetRoomPrototype(random, component.RoomWhitelist, component.MinSize, component.MaxSize);
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if (room != null)
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{
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var mapGrid = Comp<MapGridComponent>(xform.GridUid.Value);
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_dungeon.SpawnRoom(
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xform.GridUid.Value,
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mapGrid,
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_maps.LocalToTile(xform.GridUid.Value, mapGrid, xform.Coordinates) - new Vector2i(room.Size.X/2,room.Size.Y/2),
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room,
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random,
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null,
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clearExisting: component.ClearExisting,
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rotation: component.Rotation);
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}
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else
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{
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Log.Error($"Unable to find matching room prototype for {ToPrettyString(uid)}");
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}
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}
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// Final cleanup
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QueueDel(uid);
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}
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}
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