* 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>
39 lines
1.1 KiB
C#
39 lines
1.1 KiB
C#
using System.Threading.Tasks;
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using Content.Server.Light.EntitySystems;
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using Content.Shared.Light.Components;
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using Content.Shared.Procedural;
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using Content.Shared.Procedural.DungeonLayers;
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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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public async Task RoofGen(RoofDunGen roof, List<Dungeon> dungeons, HashSet<Vector2i> reservedTiles, Random random)
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{
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var roofComp = _entManager.EnsureComponent<RoofComponent>(_gridUid);
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var noise = roof.Noise;
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var oldSeed = noise?.GetSeed() ?? 0;
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noise?.SetSeed(_seed + oldSeed);
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var rooves = _entManager.System<RoofSystem>();
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foreach (var dungeon in dungeons)
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{
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foreach (var tile in dungeon.AllTiles)
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{
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if (reservedTiles.Contains(tile))
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continue;
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var value = noise?.GetNoise(tile.X, tile.Y) ?? 1f;
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if (value < roof.Threshold)
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continue;
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rooves.SetRoof((_gridUid, _grid, roofComp), tile, true);
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}
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}
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noise?.SetSeed(oldSeed);
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}
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}
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