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

54 lines
1.9 KiB
C#

using System.Threading.Tasks;
using Content.Shared.Maps;
using Content.Shared.Procedural;
using Content.Shared.Procedural.PostGeneration;
using Content.Shared.Storage;
using Robust.Shared.Random;
namespace Content.Server.Procedural.DungeonJob;
public sealed partial class DungeonJob
{
/// <summary>
/// <see cref="WallMountDunGen"/>
/// </summary>
private async Task PostGen(WallMountDunGen gen, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
{
var checkedTiles = new HashSet<Vector2i>();
var allExterior = new HashSet<Vector2i>(dungeon.CorridorExteriorTiles);
allExterior.UnionWith(dungeon.RoomExteriorTiles);
var tileDef = (ContentTileDefinition) _tileDefManager[gen.Tile];
var contents = _prototype.Index(gen.Contents);
foreach (var neighbor in allExterior)
{
// Occupado
if (dungeon.RoomTiles.Contains(neighbor) || checkedTiles.Contains(neighbor) || !_anchorable.TileFree((_gridUid, _grid), neighbor, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
continue;
if (!random.Prob(gen.Prob) || !checkedTiles.Add(neighbor))
continue;
if (reservedTiles.Contains(neighbor))
continue;
var tileVariant = _tile.GetVariantTile(tileDef, random);
_maps.SetTile(_gridUid, _grid, neighbor, tileVariant);
AddLoadedTile(neighbor, tileVariant);
var gridPos = _maps.GridTileToLocal(_gridUid, _grid, neighbor);
var protoNames = _entTable.GetSpawns(contents, random);
var uids = _entManager.SpawnEntitiesAttachedTo(gridPos, protoNames);
foreach (var uid in uids)
{
AddLoadedEntity(neighbor, uid);
}
await SuspendDungeon();
if (!ValidateResume())
return;
}
}
}