* 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>
405 lines
15 KiB
C#
405 lines
15 KiB
C#
using System.Numerics;
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using System.Threading;
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using System.Threading.Tasks;
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using Content.Server.Decals;
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using Content.Server.NPC.HTN;
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using Content.Server.NPC.Systems;
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using Content.Server.Shuttles.Systems;
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using Content.Shared.Construction.EntitySystems;
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using Content.Shared.EntityTable;
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using Content.Shared.Maps;
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using Content.Shared.Procedural;
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using Content.Shared.Procedural.DungeonGenerators;
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using Content.Shared.Procedural.DungeonLayers;
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using Content.Shared.Procedural.PostGeneration;
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using Content.Shared.Tag;
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using JetBrains.Annotations;
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using Robust.Server.Physics;
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using Robust.Shared.CPUJob.JobQueues;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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namespace Content.Server.Procedural.DungeonJob;
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public sealed partial class DungeonJob : Job<(List<Dungeon>, DungeonData)>
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{
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public bool TimeSlice = true;
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private readonly IEntityManager _entManager;
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private readonly IPrototypeManager _prototype;
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private readonly ITileDefinitionManager _tileDefManager;
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private readonly AnchorableSystem _anchorable;
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private readonly DecalSystem _decals;
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private readonly DungeonSystem _dungeon;
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private readonly EntityLookupSystem _lookup;
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private readonly EntityTableSystem _entTable;
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private readonly TagSystem _tags;
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private readonly TileSystem _tile;
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private readonly TurfSystem _turf;
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private readonly SharedMapSystem _maps;
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private readonly SharedTransformSystem _transform;
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private EntityQuery<PhysicsComponent> _physicsQuery;
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private EntityQuery<TransformComponent> _xformQuery;
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private readonly DungeonConfig _gen;
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private readonly int _seed;
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private readonly Vector2i _position;
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private readonly EntityUid _gridUid;
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private readonly MapGridComponent _grid;
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private readonly EntityCoordinates? _targetCoordinates;
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private readonly ISawmill _sawmill;
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private DungeonData _data = new();
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private HashSet<Vector2i>? _reservedTiles;
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public DungeonJob(
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ISawmill sawmill,
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double maxTime,
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IEntityManager entManager,
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IPrototypeManager prototype,
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ITileDefinitionManager tileDefManager,
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AnchorableSystem anchorable,
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DecalSystem decals,
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DungeonSystem dungeon,
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EntityLookupSystem lookup,
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TileSystem tile,
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TurfSystem turf,
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SharedTransformSystem transform,
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DungeonConfig gen,
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MapGridComponent grid,
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EntityUid gridUid,
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int seed,
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Vector2i position,
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EntityCoordinates? targetCoordinates = null,
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CancellationToken cancellation = default,
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HashSet<Vector2i>? reservedTiles = null) : base(maxTime, cancellation)
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{
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_sawmill = sawmill;
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_entManager = entManager;
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_prototype = prototype;
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_tileDefManager = tileDefManager;
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_reservedTiles = reservedTiles;
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_anchorable = anchorable;
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_decals = decals;
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_dungeon = dungeon;
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_lookup = lookup;
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_tile = tile;
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_turf = turf;
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_tags = _entManager.System<TagSystem>();
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_maps = _entManager.System<SharedMapSystem>();
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_entTable = _entManager.System<EntityTableSystem>();
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_transform = transform;
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_physicsQuery = _entManager.GetEntityQuery<PhysicsComponent>();
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_xformQuery = _entManager.GetEntityQuery<TransformComponent>();
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_gen = gen;
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_grid = grid;
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_gridUid = gridUid;
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_seed = seed;
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_position = position;
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_targetCoordinates = targetCoordinates;
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}
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/// <summary>
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/// Gets the relevant dungeon, running recursively as relevant.
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/// </summary>
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/// <param name="reservedTiles">Should we reserve tiles even if the config doesn't specify.</param>
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private async Task<(List<Dungeon>, HashSet<Vector2i>)> GetDungeons(
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Vector2i position,
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DungeonConfig config,
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List<IDunGenLayer> layers,
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int seed,
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Random random,
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HashSet<Vector2i>? reserved = null,
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List<Dungeon>? existing = null)
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{
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var dungeons = new List<Dungeon>();
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var reservedTiles = reserved == null ? new HashSet<Vector2i>() : new HashSet<Vector2i>(reserved);
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// Don't pass dungeons back up the "stack". They are ref types though it's a caller problem if they start trying to mutate it.
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if (existing != null)
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{
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dungeons.AddRange(existing);
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}
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var count = random.Next(config.MinCount, config.MaxCount + 1);
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for (var i = 0; i < count; i++)
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{
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position += random.NextPolarVector2(config.MinOffset, config.MaxOffset).Floored();
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foreach (var layer in layers)
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{
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var dungCount = dungeons.Count;
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await RunLayer(i, count, config, dungeons, position, layer, reservedTiles, seed, random);
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if (config.ReserveTiles)
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{
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// Reserve tiles on any new dungeons.
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for (var d = dungCount; d < dungeons.Count; d++)
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{
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var dungeon = dungeons[d];
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reservedTiles.UnionWith(dungeon.AllTiles);
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}
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}
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await SuspendDungeon();
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if (!ValidateResume())
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return (new List<Dungeon>(), new HashSet<Vector2i>());
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}
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}
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// Only return the new dungeons and applicable reserved tiles.
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return (dungeons[(existing?.Count ?? 0)..], config.ReturnReserved ? reservedTiles : new HashSet<Vector2i>());
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}
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protected override async Task<(List<Dungeon>, DungeonData)> Process()
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{
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_sawmill.Info($"Generating dungeon {_gen} with seed {_seed} on {_entManager.ToPrettyString(_gridUid)}");
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_grid.CanSplit = false;
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var random = new Random(_seed);
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var oldTileCount = _reservedTiles?.Count ?? 0;
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var position = (_position + random.NextPolarVector2(_gen.MinOffset, _gen.MaxOffset)).Floored();
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var (dungeons, _) = await GetDungeons(position, _gen, _gen.Layers, _seed, random, reserved: _reservedTiles);
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// To make it slightly more deterministic treat this RNG as separate ig.
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// Post-processing after finishing loading.
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if (_targetCoordinates != null)
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{
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var oldMap = _xformQuery.Comp(_gridUid).MapUid;
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_entManager.System<ShuttleSystem>().TryFTLProximity(_gridUid, _targetCoordinates.Value);
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_entManager.DeleteEntity(oldMap);
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}
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// Defer splitting so they don't get spammed and so we don't have to worry about tracking the grid along the way.
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DebugTools.Assert(oldTileCount == (_reservedTiles?.Count ?? 0));
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_grid.CanSplit = true;
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_entManager.System<GridFixtureSystem>().CheckSplits(_gridUid);
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var npcSystem = _entManager.System<NPCSystem>();
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var npcs = new HashSet<Entity<HTNComponent>>();
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_lookup.GetChildEntities(_gridUid, npcs);
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foreach (var npc in npcs)
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{
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npcSystem.WakeNPC(npc.Owner, npc.Comp);
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}
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_sawmill.Info($"Finished generating dungeon {_gen} with seed {_seed}");
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return (dungeons, _data);
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}
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private async Task RunLayer(
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int runCount,
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int maxRuns,
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DungeonConfig config,
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List<Dungeon> dungeons,
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Vector2i position,
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IDunGenLayer layer,
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HashSet<Vector2i> reservedTiles,
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int seed,
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Random random)
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{
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// _sawmill.Debug($"Doing postgen {layer.GetType()} for {_gen} with seed {_seed}");
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// If there's a way to just call the methods directly for the love of god tell me.
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// Some of these don't care about reservedtiles because they only operate on dungeon tiles (which should
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// never be reserved)
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// Some may or may not return dungeons.
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// It's clamplicated but yeah procgen layering moment I'll take constructive feedback.
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switch (layer)
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{
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case AutoCablingDunGen cabling:
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await PostGen(cabling, dungeons[^1], reservedTiles, random);
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break;
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case BoundaryWallDunGen boundary:
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await PostGen(boundary, dungeons[^1], reservedTiles, random);
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break;
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case ChunkDunGen chunk:
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dungeons.Add(await PostGen(chunk, reservedTiles, random));
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break;
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case CornerClutterDunGen clutter:
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await PostGen(clutter, dungeons[^1], reservedTiles, random);
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break;
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case CorridorClutterDunGen corClutter:
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await PostGen(corClutter, dungeons[^1], reservedTiles, random);
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break;
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case CorridorDunGen cordor:
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await PostGen(cordor, dungeons[^1], reservedTiles, random);
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break;
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case CorridorDecalSkirtingDunGen decks:
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await PostGen(decks, dungeons[^1], reservedTiles, random);
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break;
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case EntranceFlankDunGen flank:
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await PostGen(flank, dungeons[^1], reservedTiles, random);
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break;
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case ExteriorDunGen exterior:
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dungeons.AddRange(await GenerateExteriorDungen(runCount, maxRuns, position, exterior, reservedTiles, random));
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break;
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case FillGridDunGen fill:
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await GenerateFillDunGen(fill, dungeons, reservedTiles);
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break;
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case JunctionDunGen junc:
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await PostGen(junc, dungeons[^1], reservedTiles, random);
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break;
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case MiddleConnectionDunGen dordor:
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await PostGen(dordor, dungeons[^1], reservedTiles, random);
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break;
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case DungeonEntranceDunGen entrance:
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await PostGen(entrance, dungeons[^1], reservedTiles, random);
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break;
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case ExternalWindowDunGen externalWindow:
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await PostGen(externalWindow, dungeons[^1], reservedTiles, random);
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break;
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case InternalWindowDunGen internalWindow:
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await PostGen(internalWindow, dungeons[^1], reservedTiles, random);
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break;
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case MobsDunGen mob:
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await PostGen(mob, dungeons[^1], random);
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break;
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case EntityTableDunGen entityTable:
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await PostGen(entityTable, dungeons, reservedTiles, random);
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break;
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case NoiseDistanceDunGen distance:
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dungeons.Add(await GenerateNoiseDistanceDunGen(position, distance, reservedTiles, seed, random));
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break;
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case NoiseDunGen noise:
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dungeons.Add(await GenerateNoiseDunGen(position, noise, reservedTiles, seed, random));
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break;
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case OreDunGen ore:
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await PostGen(ore, dungeons, reservedTiles, random);
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break;
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case PrefabDunGen prefab:
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dungeons.Add(await GeneratePrefabDunGen(position, prefab, reservedTiles, random));
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break;
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case PrototypeDunGen prototypo:
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var groupConfig = _prototype.Index(prototypo.Proto);
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position = (position + random.NextPolarVector2(groupConfig.MinOffset, groupConfig.MaxOffset)).Floored();
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List<Dungeon>? inheritedDungeons = null;
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HashSet<Vector2i>? inheritedReserved = null;
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switch (prototypo.InheritReserved)
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{
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case ReservedInheritance.All:
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inheritedReserved = new HashSet<Vector2i>(reservedTiles);
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break;
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case ReservedInheritance.None:
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break;
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default:
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throw new NotImplementedException();
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}
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switch (prototypo.InheritDungeons)
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{
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case DungeonInheritance.All:
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inheritedDungeons = dungeons;
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break;
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case DungeonInheritance.Last:
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inheritedDungeons = dungeons.GetRange(dungeons.Count - 1, 1);
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break;
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case DungeonInheritance.None:
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break;
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default:
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throw new NotImplementedException();
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}
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var (newDungeons, newReserved) = await GetDungeons(position,
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groupConfig,
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groupConfig.Layers,
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seed,
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random,
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reserved: inheritedReserved,
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existing: inheritedDungeons);
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dungeons.AddRange(newDungeons);
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if (groupConfig.ReturnReserved)
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{
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reservedTiles.UnionWith(newReserved);
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}
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break;
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case ReplaceTileDunGen replace:
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await GenerateTileReplacementDunGen(replace, dungeons, reservedTiles, random);
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break;
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case RoofDunGen roof:
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await RoofGen(roof, dungeons, reservedTiles, random);
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break;
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case RoomEntranceDunGen rEntrance:
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await PostGen(rEntrance, dungeons[^1], reservedTiles, random);
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break;
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case SampleDecalDunGen sdec:
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await PostGen(sdec, dungeons, reservedTiles, random);
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break;
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case SampleEntityDunGen sent:
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await PostGen(sent, dungeons, reservedTiles, random);
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break;
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case SampleTileDunGen stile:
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await PostGen(stile, dungeons, reservedTiles, random);
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break;
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case SplineDungeonConnectorDunGen spline:
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dungeons.Add(await PostGen(spline, dungeons, reservedTiles, random));
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break;
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case WallMountDunGen wall:
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await PostGen(wall, dungeons[^1], reservedTiles, random);
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break;
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case WormCorridorDunGen worm:
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await PostGen(worm, dungeons[^1], reservedTiles, random);
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break;
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default:
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throw new NotImplementedException();
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}
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}
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[Pure]
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private bool ValidateResume()
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{
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if (_entManager.Deleted(_gridUid))
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{
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return false;
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}
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return true;
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}
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/// <summary>
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/// Wrapper around <see cref="Job{T}.SuspendIfOutOfTime"/>
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/// </summary>
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private async Task SuspendDungeon()
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{
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if (!TimeSlice)
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return;
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await SuspendIfOutOfTime();
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}
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private void AddLoadedEntity(Vector2i tile, EntityUid ent)
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{
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_data.Entities[ent] = tile;
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}
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private void AddLoadedDecal(Vector2 tile, uint decal)
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{
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_data.Decals[decal] = tile;
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}
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private void AddLoadedTile(Vector2i index, Tile tile)
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{
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_data.Tiles[index] = tile;
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}
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}
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