* World generation (squash) * Test fixes. * command * o * Access cleanup. * Documentation touchups. * Use a prototype serializer for BiomeSelectionComponent * Struct enumerator in SimpleFloorPlanPopulatorSystem * Safety margins around PoissonDiskSampler, cookie acquisition methodologies * Struct enumerating PoissonDiskSampler; internal side * Struct enumerating PoissonDiskSampler: Finish it * Update WorldgenConfigSystem.cs awa --------- Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: 20kdc <asdd2808@gmail.com>
60 lines
2.0 KiB
C#
60 lines
2.0 KiB
C#
using Content.Server.Worldgen.Components.Debris;
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using Robust.Server.GameObjects;
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using Robust.Shared.Random;
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namespace Content.Server.Worldgen.Systems.Debris;
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/// <summary>
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/// This handles selecting debris with probability decided by a noise channel.
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/// </summary>
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public sealed class NoiseDrivenDebrisSelectorSystem : BaseWorldSystem
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{
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[Dependency] private readonly NoiseIndexSystem _index = default!;
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[Dependency] private readonly TransformSystem _xformSys = default!;
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[Dependency] private readonly ILogManager _logManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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private ISawmill _sawmill = default!;
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/// <inheritdoc />
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public override void Initialize()
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{
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_sawmill = _logManager.GetSawmill("world.debris.noise_debris_selector");
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// Event is forcibly ordered to always be handled after the simple selector.
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SubscribeLocalEvent<NoiseDrivenDebrisSelectorComponent, TryGetPlaceableDebrisFeatureEvent>(OnSelectDebrisKind,
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after: new[] {typeof(DebrisFeaturePlacerSystem)});
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}
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private void OnSelectDebrisKind(EntityUid uid, NoiseDrivenDebrisSelectorComponent component,
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ref TryGetPlaceableDebrisFeatureEvent args)
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{
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var coords = WorldGen.WorldToChunkCoords(args.Coords.ToMapPos(EntityManager, _xformSys));
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var prob = _index.Evaluate(uid, component.NoiseChannel, coords);
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if (prob is < 0 or > 1)
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{
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_sawmill.Error(
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$"Sampled a probability of {prob}, which is outside the [0, 1] range, at {coords} aka {args.Coords}.");
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return;
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}
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if (!_random.Prob(prob))
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return;
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var l = new List<string?>(1);
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component.CachedDebrisTable.GetSpawns(_random, ref l);
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switch (l.Count)
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{
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case 0:
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return;
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case > 1:
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_sawmill.Warning($"Got more than one possible debris type from {uid}. List: {string.Join(", ", l)}");
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break;
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}
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args.DebrisProto = l[0];
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}
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}
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