* 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>
75 lines
2.6 KiB
C#
75 lines
2.6 KiB
C#
using System.Numerics;
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using System.Threading.Tasks;
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using Content.Shared.Maps;
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using Content.Shared.NPC;
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using Content.Shared.Procedural;
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using Content.Shared.Procedural.DungeonGenerators;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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namespace Content.Server.Procedural.DungeonJob;
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public sealed partial class DungeonJob
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{
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/// <summary>
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/// <see cref="ExteriorDunGen"/>
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/// </summary>
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private async Task<List<Dungeon>> GenerateExteriorDungen(int runCount, int maxRuns, Vector2i position, ExteriorDunGen dungen, HashSet<Vector2i> reservedTiles, Random random)
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{
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DebugTools.Assert(_grid.ChunkCount > 0);
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var aabb = new Box2i(_grid.LocalAABB.BottomLeft.Floored(), _grid.LocalAABB.TopRight.Floored());
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// TODO: Cross-layer seeding. Need this because we need to be able to spread the dungeons out.
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var angle = new Random(_seed).NextAngle();
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var divisors = new Angle(Angle.FromDegrees(360) / maxRuns);
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// Offset each dungeon so they don't generate on top of each other.
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for (var i = 0; i < runCount; i++)
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{
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angle += (random.NextFloat(0.6f, 1.4f)) * divisors;
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}
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var distance = Math.Max(aabb.Width / 2f + 1f, aabb.Height / 2f + 1f);
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var startTile = new Vector2i(0, (int) distance).Rotate(angle);
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Vector2i? dungeonSpawn = null;
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// Gridcast
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SharedPathfindingSystem.GridCast(startTile, position, tile =>
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{
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if (!_maps.TryGetTileRef(_gridUid, _grid, tile, out var tileRef) ||
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_turf.IsSpace(tileRef.Tile))
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{
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return true;
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}
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dungeonSpawn = tile;
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return false;
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});
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if (dungeonSpawn == null)
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{
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return new List<Dungeon>()
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{
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Dungeon.Empty
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};
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}
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// Move it further in based on the spawn angle.
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if (dungen.Penetration.Y > 0)
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{
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var penetration = random.Next(dungen.Penetration.X, dungen.Penetration.Y);
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var diff = dungeonSpawn.Value - startTile;
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var diffVec = new Vector2(diff.X, diff.Y);
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dungeonSpawn = (diffVec.Normalized() * (penetration + diffVec.Length())).Floored() + startTile;
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}
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var subConfig = _prototype.Index(dungen.Proto);
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var nextSeed = random.Next();
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var (dungeons, newReserved) = await GetDungeons(dungeonSpawn.Value, subConfig, subConfig.Layers, nextSeed, new Random(nextSeed), reserved: reservedTiles);
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reservedTiles.UnionWith(newReserved);
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return dungeons;
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}
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}
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