Files
tbd-station-14/Content.Server/Procedural/DungeonJob/DungeonJob.PostGenCorridor.cs
metalgearsloth a2f99cc69e VGRoid support (#27659)
* 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
2024-07-03 22:23:11 +10:00

117 lines
3.7 KiB
C#

using System.Numerics;
using System.Threading.Tasks;
using Content.Shared.Maps;
using Content.Shared.Procedural;
using Content.Shared.Procedural.PostGeneration;
using Robust.Shared.Map;
namespace Content.Server.Procedural.DungeonJob;
public sealed partial class DungeonJob
{
/// <summary>
/// <see cref="CorridorDunGen"/>
/// </summary>
private async Task PostGen(CorridorDunGen gen, DungeonData data, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
{
if (!data.Tiles.TryGetValue(DungeonDataKey.FallbackTile, out var tileProto))
{
LogDataError(typeof(CorridorDunGen));
return;
}
var entrances = new List<Vector2i>(dungeon.Rooms.Count);
// Grab entrances
foreach (var room in dungeon.Rooms)
{
entrances.AddRange(room.Entrances);
}
var edges = _dungeon.MinimumSpanningTree(entrances, random);
await SuspendDungeon();
if (!ValidateResume())
return;
// TODO: Add in say 1/3 of edges back in to add some cyclic to it.
var expansion = gen.Width - 2;
// Okay so tl;dr is that we don't want to cut close to rooms as it might go from 3 width to 2 width suddenly
// So we will add a buffer range around each room to deter pathfinding there unless necessary
var deterredTiles = new HashSet<Vector2i>();
if (expansion >= 1)
{
foreach (var tile in dungeon.RoomExteriorTiles)
{
for (var x = -expansion; x <= expansion; x++)
{
for (var y = -expansion; y <= expansion; y++)
{
var neighbor = new Vector2(tile.X + x, tile.Y + y).Floored();
if (dungeon.RoomTiles.Contains(neighbor) ||
dungeon.RoomExteriorTiles.Contains(neighbor) ||
entrances.Contains(neighbor))
{
continue;
}
deterredTiles.Add(neighbor);
}
}
}
}
foreach (var room in dungeon.Rooms)
{
foreach (var entrance in room.Entrances)
{
// Just so we can still actually get in to the entrance we won't deter from a tile away from it.
var normal = (entrance + _grid.TileSizeHalfVector - room.Center).ToWorldAngle().GetCardinalDir().ToIntVec();
deterredTiles.Remove(entrance + normal);
}
}
var excludedTiles = new HashSet<Vector2i>(dungeon.RoomExteriorTiles);
excludedTiles.UnionWith(dungeon.RoomTiles);
var corridorTiles = new HashSet<Vector2i>();
_dungeon.GetCorridorNodes(corridorTiles, edges, gen.PathLimit, excludedTiles, tile =>
{
var mod = 1f;
if (corridorTiles.Contains(tile))
{
mod *= 0.1f;
}
if (deterredTiles.Contains(tile))
{
mod *= 2f;
}
return mod;
});
WidenCorridor(dungeon, gen.Width, corridorTiles);
var setTiles = new List<(Vector2i, Tile)>();
var tileDef = (ContentTileDefinition) _tileDefManager[tileProto];
foreach (var tile in corridorTiles)
{
if (reservedTiles.Contains(tile))
continue;
setTiles.Add((tile, _tile.GetVariantTile(tileDef, random)));
}
_maps.SetTiles(_gridUid, _grid, setTiles);
dungeon.CorridorTiles.UnionWith(corridorTiles);
dungeon.RefreshAllTiles();
BuildCorridorExterior(dungeon);
}
}