* 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
49 lines
1.6 KiB
C#
49 lines
1.6 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.Map;
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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="RoomEntranceDunGen"/>
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/// </summary>
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private async Task PostGen(RoomEntranceDunGen 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 entranceProtos) ||
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!_prototype.TryIndex(entranceProtos, out var entranceIn))
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{
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LogDataError(typeof(RoomEntranceDunGen));
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return;
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}
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var setTiles = new List<(Vector2i, Tile)>();
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var tileDef = _tileDefManager[tileProto];
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foreach (var room in dungeon.Rooms)
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{
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foreach (var entrance in room.Entrances)
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{
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setTiles.Add((entrance, _tile.GetVariantTile((ContentTileDefinition) tileDef, random)));
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}
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}
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_maps.SetTiles(_gridUid, _grid, setTiles);
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foreach (var room in dungeon.Rooms)
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{
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foreach (var entrance in room.Entrances)
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{
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_entManager.SpawnEntities(
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_maps.GridTileToLocal(_gridUid, _grid, entrance),
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EntitySpawnCollection.GetSpawns(entranceIn.Entries, random));
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}
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}
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}
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}
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