Files
tbd-station-14/Content.Server/Procedural/DungeonJob/DungeonJob.CorridorClutter.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

65 lines
1.8 KiB
C#

using System.Threading.Tasks;
using Content.Shared.Procedural;
using Content.Shared.Procedural.PostGeneration;
using Content.Shared.Storage;
using Robust.Shared.Physics.Components;
using Robust.Shared.Random;
namespace Content.Server.Procedural.DungeonJob;
public sealed partial class DungeonJob
{
/// <summary>
/// <see cref="CorridorClutterDunGen"/>
/// </summary>
private async Task PostGen(CorridorClutterDunGen gen, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
{
var physicsQuery = _entManager.GetEntityQuery<PhysicsComponent>();
var count = (int) Math.Ceiling(dungeon.CorridorTiles.Count * gen.Chance);
var contents = _prototype.Index(gen.Contents);
while (count > 0)
{
var tile = random.Pick(dungeon.CorridorTiles);
var enumerator = _maps.GetAnchoredEntitiesEnumerator(_gridUid, _grid, tile);
var blocked = false;
while (enumerator.MoveNext(out var ent))
{
if (!physicsQuery.TryGetComponent(ent, out var physics) ||
!physics.CanCollide ||
!physics.Hard)
{
continue;
}
blocked = true;
break;
}
if (blocked)
continue;
count--;
if (reservedTiles.Contains(tile))
continue;
var protos = _entTable.GetSpawns(contents, random);
var coords = _maps.ToCenterCoordinates(_gridUid, tile, _grid);
var uids = _entManager.SpawnEntitiesAttachedTo(coords, protos);
foreach (var uid in uids)
{
AddLoadedEntity(tile, uid);
}
await SuspendIfOutOfTime();
if (!ValidateResume())
return;
}
}
}