* 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>
109 lines
3.7 KiB
C#
109 lines
3.7 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.Procedural;
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using Content.Shared.Procedural.PostGeneration;
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using Content.Shared.Storage;
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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="InternalWindowDunGen"/>
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/// </summary>
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private async Task PostGen(InternalWindowDunGen gen, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
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{
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// Iterate every room and check if there's a gap beyond it that leads to another room within N tiles
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// If so then consider windows
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var minDistance = 4;
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var maxDistance = 6;
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var tileDef = _tileDefManager[gen.Tile];
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var contents = _prototype.Index(gen.Contents);
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foreach (var room in dungeon.Rooms)
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{
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var validTiles = new List<Vector2i>();
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for (var i = 0; i < 4; i++)
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{
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var dir = (DirectionFlag) Math.Pow(2, i);
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var dirVec = dir.AsDir().ToIntVec();
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foreach (var tile in room.Tiles)
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{
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var tileAngle = (tile + _grid.TileSizeHalfVector - room.Center).ToAngle();
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var roundedAngle = Math.Round(tileAngle.Theta / (Math.PI / 2)) * (Math.PI / 2);
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var tileVec = (Vector2i) new Angle(roundedAngle).ToVec().Rounded();
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if (!tileVec.Equals(dirVec))
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continue;
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var valid = false;
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for (var j = 1; j < maxDistance; j++)
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{
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var edgeNeighbor = tile + dirVec * j;
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if (dungeon.RoomTiles.Contains(edgeNeighbor))
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{
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if (j < minDistance)
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{
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valid = false;
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}
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else
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{
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valid = true;
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}
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break;
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}
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}
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if (!valid)
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continue;
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var windowTile = tile + dirVec;
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if (reservedTiles.Contains(windowTile))
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continue;
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if (!_anchorable.TileFree((_gridUid, _grid), windowTile, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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continue;
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validTiles.Add(windowTile);
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}
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validTiles.Sort((x, y) => (x + _grid.TileSizeHalfVector - room.Center).LengthSquared().CompareTo((y + _grid.TileSizeHalfVector - room.Center).LengthSquared()));
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for (var j = 0; j < Math.Min(validTiles.Count, 3); j++)
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{
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var tile = validTiles[j];
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var gridPos = _maps.GridTileToLocal(_gridUid, _grid, tile);
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var tileVariant = _tile.GetVariantTile((ContentTileDefinition)tileDef, random);
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_maps.SetTile(_gridUid, _grid, tile, tileVariant);
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AddLoadedTile(tile, tileVariant);
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var uids = _entManager.SpawnEntitiesAttachedTo(gridPos, _entTable.GetSpawns(contents, random));
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foreach (var uid in uids)
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{
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AddLoadedEntity(tile, uid);
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}
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}
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if (validTiles.Count > 0)
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{
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await SuspendDungeon();
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if (!ValidateResume())
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return;
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}
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validTiles.Clear();
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}
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}
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}
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}
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