* 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>
54 lines
1.9 KiB
C#
54 lines
1.9 KiB
C#
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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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="WallMountDunGen"/>
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/// </summary>
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private async Task PostGen(WallMountDunGen gen, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
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{
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var checkedTiles = new HashSet<Vector2i>();
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var allExterior = new HashSet<Vector2i>(dungeon.CorridorExteriorTiles);
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allExterior.UnionWith(dungeon.RoomExteriorTiles);
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var tileDef = (ContentTileDefinition) _tileDefManager[gen.Tile];
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var contents = _prototype.Index(gen.Contents);
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foreach (var neighbor in allExterior)
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{
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// Occupado
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if (dungeon.RoomTiles.Contains(neighbor) || checkedTiles.Contains(neighbor) || !_anchorable.TileFree((_gridUid, _grid), neighbor, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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continue;
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if (!random.Prob(gen.Prob) || !checkedTiles.Add(neighbor))
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continue;
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if (reservedTiles.Contains(neighbor))
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continue;
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var tileVariant = _tile.GetVariantTile(tileDef, random);
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_maps.SetTile(_gridUid, _grid, neighbor, tileVariant);
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AddLoadedTile(neighbor, tileVariant);
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var gridPos = _maps.GridTileToLocal(_gridUid, _grid, neighbor);
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var protoNames = _entTable.GetSpawns(contents, random);
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var uids = _entManager.SpawnEntitiesAttachedTo(gridPos, protoNames);
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foreach (var uid in uids)
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{
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AddLoadedEntity(neighbor, uid);
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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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}
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