* 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>
63 lines
1.8 KiB
C#
63 lines
1.8 KiB
C#
using System.Threading.Tasks;
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using Content.Shared.Procedural;
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using Content.Shared.Procedural.DungeonLayers;
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using Robust.Shared.Map;
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using Robust.Shared.Random;
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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="SampleEntityDunGen"/>
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/// </summary>
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private async Task PostGen(
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SampleEntityDunGen gen,
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List<Dungeon> dungeons,
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HashSet<Vector2i> reservedTiles,
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Random random)
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{
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var oldSeed = gen.Noise.GetSeed();
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gen.Noise.SetSeed(_seed + oldSeed);
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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 invert = gen.Invert;
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var value = gen.Noise.GetNoise(tile.X, tile.Y);
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value = invert ? value * -1 : value;
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if (value < gen.Threshold)
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continue;
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// Not allowed
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if (!_maps.TryGetTileRef(_gridUid, _grid, tile, out var tileRef) ||
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!gen.AllowedTiles.Contains(_tileDefManager[tileRef.Tile.TypeId].ID))
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{
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continue;
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}
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var gridTile = _maps.GridTileToLocal(_gridUid, _grid, tile);
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var uid = _entManager.SpawnAttachedTo(random.Pick(gen.Entities), gridTile);
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AddLoadedEntity(tile, uid);
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if (gen.ReserveTiles)
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{
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reservedTiles.Add(tile);
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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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}
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gen.Noise.SetSeed(oldSeed);
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}
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}
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