* 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
57 lines
1.8 KiB
C#
57 lines
1.8 KiB
C#
using System.Threading.Tasks;
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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.Physics.Components;
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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="CornerClutterDunGen"/>
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/// </summary>
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private async Task PostGen(CornerClutterDunGen gen, DungeonData data, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
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{
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if (!data.SpawnGroups.TryGetValue(DungeonDataKey.CornerClutter, out var corner))
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{
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_sawmill.Error(Environment.StackTrace);
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return;
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}
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foreach (var tile in dungeon.CorridorTiles)
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{
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var blocked = _anchorable.TileFree(_grid, tile, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask);
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if (blocked)
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continue;
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// If at least 2 adjacent tiles are blocked consider it a corner
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for (var i = 0; i < 4; i++)
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{
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var dir = (Direction) (i * 2);
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blocked = HasWall(tile + dir.ToIntVec());
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if (!blocked)
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continue;
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var nextDir = (Direction) ((i + 1) * 2 % 8);
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blocked = HasWall(tile + nextDir.ToIntVec());
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if (!blocked)
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continue;
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if (random.Prob(gen.Chance))
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{
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var coords = _maps.GridTileToLocal(_gridUid, _grid, tile);
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var protos = EntitySpawnCollection.GetSpawns(_prototype.Index(corner).Entries, random);
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_entManager.SpawnEntities(coords, protos);
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}
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break;
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}
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}
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}
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}
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