Files
tbd-station-14/Content.Server/Procedural/DungeonJob/DungeonJob.Corridor.cs
metalgearsloth fe7b96147c Biome rework (#37735)
* DungeonData rework

Back to fields, serializes better, just make new layers dumby.

* wawawewa

* Fix this

* Fixes

* Port the work over

* wawawewa

* zoom

* Kinda workin

* Adjust wawa

* Unloading work

* Ore + entitytable fixes

Iterate every dungeon not just last.

* Big shot

* wawawewa

* Fixes

* true

* Fixes

# Conflicts:
#	Content.Server/Procedural/DungeonJob/DungeonJob.cs

* wawawewa

* Fixes

* Fix

* Lot of work

* wawawewa

* Fixing

* eh?

* a

* Fix a heap of stuff

* Better ignored check

* Reserve tile changes

* biome

* changes

* wawawewa

* Fixes & snow

* Shadow fixes

* wawawewa

* smol

* Add layer API

* More work

* wawawewa

* Preloads and running again

* wawawewa

* Modified

* Replacements and command

* Runtime support

* werk

* Fix expeds + dungeon alltiles

* reh

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
2025-07-03 00:36:06 -04:00

113 lines
3.6 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, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
{
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[gen.Tile];
foreach (var node in corridorTiles)
{
if (reservedTiles.Contains(node))
continue;
var tile = _tile.GetVariantTile(tileDef, random);
setTiles.Add((node, tile));
AddLoadedTile(node, tile);
}
_maps.SetTiles(_gridUid, _grid, setTiles);
dungeon.CorridorTiles.UnionWith(corridorTiles);
dungeon.RefreshAllTiles();
BuildCorridorExterior(dungeon);
}
}