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

56 lines
1.6 KiB
C#

using System.Threading.Tasks;
using Content.Shared.Procedural;
using Content.Shared.Procedural.DungeonGenerators;
using Content.Shared.Procedural.PostGeneration;
using Robust.Shared.Map;
using Robust.Shared.Random;
namespace Content.Server.Procedural.DungeonJob;
public sealed partial class DungeonJob
{
/// <summary>
/// <see cref="ReplaceTileDunGen"/>
/// </summary>
private async Task GenerateTileReplacementDunGen(ReplaceTileDunGen gen, List<Dungeon> dungeons, HashSet<Vector2i> reservedTiles, Random random)
{
var replacements = new List<(Vector2i Index, Tile Tile)>();
foreach (var dungeon in dungeons)
{
foreach (var node in dungeon.AllTiles)
{
if (reservedTiles.Contains(node))
continue;
foreach (var layer in gen.Layers)
{
var value = layer.Noise.GetNoise(node.X, node.Y);
if (value < layer.Threshold)
continue;
Tile tile;
if (random.Prob(gen.VariantWeight))
{
tile = _tileDefManager.GetVariantTile(_prototype.Index(layer.Tile), random);
}
else
{
tile = new Tile(_prototype.Index(layer.Tile).TileId);
}
replacements.Add((node, tile));
AddLoadedTile(node, tile);
break;
}
await SuspendDungeon();
}
_maps.SetTiles(_gridUid, _grid, replacements);
}
}
}