Files
tbd-station-14/Content.Server/Procedural/RoomFillSystem.cs
metalgearsloth f533a1a543 Add RoomFill markers (#22293)
* Add RoomFill markers

* weh

* Also deez

* Working

* Randomised fills working

* Fixes

* Fix lack of prototypes

* Fix tests

* Fix tests?
2024-01-04 15:17:04 +11:00

51 lines
1.5 KiB
C#

using Robust.Shared.Map.Components;
namespace Content.Server.Procedural;
public sealed class RoomFillSystem : EntitySystem
{
[Dependency] private readonly DungeonSystem _dungeon = default!;
[Dependency] private readonly SharedMapSystem _maps = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<RoomFillComponent, MapInitEvent>(OnRoomFillMapInit);
}
private void OnRoomFillMapInit(EntityUid uid, RoomFillComponent component, MapInitEvent args)
{
// Just test things.
if (component.Size == Vector2i.Zero)
return;
var xform = Transform(uid);
if (xform.GridUid != null)
{
var random = new Random();
var room = _dungeon.GetRoomPrototype(component.Size, random, component.RoomWhitelist);
if (room != null)
{
var mapGrid = Comp<MapGridComponent>(xform.GridUid.Value);
_dungeon.SpawnRoom(
xform.GridUid.Value,
mapGrid,
_maps.LocalToTile(xform.GridUid.Value, mapGrid, xform.Coordinates),
room,
random,
clearExisting: component.ClearExisting,
rotation: component.Rotation);
}
else
{
Log.Error($"Unable to find matching room prototype for {ToPrettyString(uid)}");
}
}
// Final cleanup
QueueDel(uid);
}
}