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

39 lines
1.1 KiB
C#

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