* 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
114 lines
3.5 KiB
C#
114 lines
3.5 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 Robust.Shared.Map;
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using Robust.Shared.Utility;
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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="BoundaryWallDunGen"/>
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/// </summary>
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private async Task PostGen(BoundaryWallDunGen 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 protoTileDef) ||
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!data.Entities.TryGetValue(DungeonDataKey.Walls, out var wall))
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{
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_sawmill.Error($"Error finding dungeon data for {nameof(gen)}");
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return;
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}
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var tileDef = _tileDefManager[protoTileDef];
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var tiles = new List<(Vector2i Index, Tile Tile)>(dungeon.RoomExteriorTiles.Count);
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if (!data.Entities.TryGetValue(DungeonDataKey.CornerWalls, out var cornerWall))
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{
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cornerWall = wall;
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}
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if (cornerWall == default)
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{
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cornerWall = wall;
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}
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// Spawn wall outline
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// - Tiles first
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foreach (var neighbor in dungeon.RoomExteriorTiles)
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{
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DebugTools.Assert(!dungeon.RoomTiles.Contains(neighbor));
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if (dungeon.Entrances.Contains(neighbor))
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continue;
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if (!_anchorable.TileFree(_grid, neighbor, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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continue;
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tiles.Add((neighbor, _tile.GetVariantTile((ContentTileDefinition) tileDef, random)));
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}
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foreach (var index in dungeon.CorridorExteriorTiles)
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{
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if (dungeon.RoomTiles.Contains(index))
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continue;
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if (!_anchorable.TileFree(_grid, index, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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continue;
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tiles.Add((index, _tile.GetVariantTile((ContentTileDefinition)tileDef, random)));
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}
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_maps.SetTiles(_gridUid, _grid, tiles);
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// Double iteration coz we bulk set tiles for speed.
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for (var i = 0; i < tiles.Count; i++)
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{
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var index = tiles[i];
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if (!_anchorable.TileFree(_grid, index.Index, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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continue;
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// If no cardinal neighbors in dungeon then we're a corner.
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var isCorner = true;
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for (var x = -1; x <= 1; x++)
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{
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for (var y = -1; y <= 1; y++)
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{
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if (x != 0 && y != 0)
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{
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continue;
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}
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var neighbor = new Vector2i(index.Index.X + x, index.Index.Y + y);
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if (dungeon.RoomTiles.Contains(neighbor) || dungeon.CorridorTiles.Contains(neighbor))
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{
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isCorner = false;
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break;
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}
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}
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if (!isCorner)
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break;
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}
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if (isCorner)
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_entManager.SpawnEntity(cornerWall, _maps.GridTileToLocal(_gridUid, _grid, index.Index));
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if (!isCorner)
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_entManager.SpawnEntity(wall, _maps.GridTileToLocal(_gridUid, _grid, index.Index));
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if (i % 20 == 0)
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{
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await SuspendDungeon();
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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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}
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