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

64 lines
2.1 KiB
C#

using System.Threading.Tasks;
using Content.Shared.Procedural;
using Content.Shared.Procedural.DungeonLayers;
namespace Content.Server.Procedural.DungeonJob;
public sealed partial class DungeonJob
{
/// <summary>
/// <see cref="Shared.Procedural.DungeonLayers.FillGridDunGen"/>
/// </summary>
private async Task GenerateFillDunGen(FillGridDunGen fill, List<Dungeon> dungeons, HashSet<Vector2i> reservedTiles)
{
foreach (var dungeon in dungeons)
{
foreach (var tile in dungeon.AllTiles)
{
if (reservedTiles.Contains(tile))
continue;
await SuspendDungeon();
if (!ValidateResume())
return;
if (!_maps.TryGetTileDef(_grid, tile, out var tileDef))
continue;
if (fill.AllowedTiles != null && !fill.AllowedTiles.Contains(tileDef.ID))
continue;
// If noise then check it matches.
if (fill.ReservedNoise != null)
{
var value = fill.ReservedNoise.GetNoise(tile.X, tile.Y);
if (fill.DistanceConfig != null)
{
// Need to get dx - dx in a range from -1 -> 1
var dx = 2 * tile.X / fill.Size.X;
var dy = 2 * tile.Y / fill.Size.Y;
var distance = GetDistance(dx, dy, fill.DistanceConfig);
value = MathHelper.Lerp(value, 1f - distance, fill.DistanceConfig.BlendWeight);
}
value *= (fill.Invert ? -1 : 1);
if (value < fill.Threshold)
continue;
}
if (!_anchorable.TileFree((_gridUid, _grid), tile, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
continue;
var gridPos = _maps.GridTileToLocal(_gridUid, _grid, tile);
var uid = _entManager.SpawnEntity(fill.Entity, gridPos);
AddLoadedEntity(tile, uid);
}
}
}
}