Ore + entitytable fixes (#37675)
* Ore + entitytable fixes Iterate every dungeon not just last. * Big shot * Fixes
This commit is contained in:
@@ -14,22 +14,31 @@ public sealed partial class DungeonJob
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{
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private async Task PostGen(
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EntityTableDunGen gen,
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Dungeon dungeon,
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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 availableRooms = new ValueList<DungeonRoom>();
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availableRooms.AddRange(dungeon.Rooms);
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var availableTiles = new ValueList<Vector2i>(dungeon.AllTiles);
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var count = random.Next(gen.MinCount, gen.MaxCount + 1);
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var npcs = _entManager.System<NPCSystem>();
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for (var i = 0; i < count; i++)
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foreach (var dungeon in dungeons)
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{
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while (availableTiles.Count > 0)
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var availableRooms = new ValueList<DungeonRoom>();
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availableRooms.AddRange(dungeon.Rooms);
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var availableTiles = new ValueList<Vector2i>(dungeon.AllTiles);
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while (availableTiles.Count > 0 && count > 0)
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{
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var tile = availableTiles.RemoveSwap(random.Next(availableTiles.Count));
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await SuspendDungeon();
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if (!ValidateResume())
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return;
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if (reservedTiles.Contains(tile))
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continue;
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if (!_anchorable.TileFree(_grid,
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tile,
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(int) CollisionGroup.MachineLayer,
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@@ -47,13 +56,18 @@ public sealed partial class DungeonJob
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npcs.SleepNPC(uid);
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}
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break;
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count--;
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}
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await SuspendDungeon();
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if (!ValidateResume())
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if (gen.PerDungeon)
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{
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count = random.Next(gen.MinCount, gen.MaxCount + 1);
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}
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// Stop if count is 0, otherwise go to next dungeon.
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else if (count == 0)
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{
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return;
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}
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}
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}
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}
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@@ -15,131 +15,136 @@ public sealed partial class DungeonJob
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/// </summary>
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private async Task PostGen(
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OreDunGen gen,
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Dungeon dungeon,
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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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// Doesn't use dungeon data because layers and we don't need top-down support at the moment.
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var emptyTiles = false;
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var replaceEntities = new Dictionary<Vector2i, EntityUid>();
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var availableTiles = new List<Vector2i>();
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foreach (var node in dungeon.AllTiles)
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foreach (var dungeon in dungeons)
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{
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// Empty tile, skip if relevant.
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if (!emptyTiles && (!_maps.TryGetTile(_grid, node, out var tile) || tile.IsEmpty))
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continue;
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var emptyTiles = false;
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var replaceEntities = new Dictionary<Vector2i, EntityUid>();
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var availableTiles = new List<Vector2i>();
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// Check if it's a valid spawn, if so then use it.
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var enumerator = _maps.GetAnchoredEntitiesEnumerator(_gridUid, _grid, node);
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var found = false;
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// We use existing entities as a mark to spawn in place
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// OR
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// We check for any existing entities to see if we can spawn there.
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while (enumerator.MoveNext(out var uid))
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foreach (var node in dungeon.AllTiles)
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{
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// We can't replace so just stop here.
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if (gen.Replacement == null)
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break;
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if (reservedTiles.Contains(node))
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continue;
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var prototype = _entManager.GetComponent<MetaDataComponent>(uid.Value).EntityPrototype;
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// Empty tile, skip if relevant.
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if (!emptyTiles && (!_maps.TryGetTile(_grid, node, out var tile) || tile.IsEmpty))
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continue;
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if (prototype?.ID == gen.Replacement)
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// Check if it's a valid spawn, if so then use it.
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var enumerator = _maps.GetAnchoredEntitiesEnumerator(_gridUid, _grid, node);
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var found = false;
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// We use existing entities as a mark to spawn in place
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// OR
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// We check for any existing entities to see if we can spawn there.
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while (enumerator.MoveNext(out var uid))
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{
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replaceEntities[node] = uid.Value;
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found = true;
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break;
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// We can't replace so just stop here.
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if (gen.Replacement == null)
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break;
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var prototype = _entManager.GetComponent<MetaDataComponent>(uid.Value).EntityPrototype;
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if (prototype?.ID == gen.Replacement)
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{
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replaceEntities[node] = uid.Value;
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found = true;
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break;
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}
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}
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if (!found)
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continue;
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// Add it to valid nodes.
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availableTiles.Add(node);
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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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if (!found)
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continue;
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var remapping = new Dictionary<EntProtoId, EntProtoId>();
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// Add it to valid nodes.
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availableTiles.Add(node);
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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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var remapping = new Dictionary<EntProtoId, EntProtoId>();
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// TODO: Move this to engine
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if (_prototype.TryIndex(gen.Entity, out var proto) &&
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proto.Components.TryGetComponent("EntityRemap", out var comps))
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{
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var remappingComp = (EntityRemapComponent) comps;
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remapping = remappingComp.Mask;
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}
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var frontier = new ValueList<Vector2i>(32);
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// Iterate the group counts and pathfind out each group.
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for (var i = 0; i < gen.Count; i++)
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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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var groupSize = random.Next(gen.MinGroupSize, gen.MaxGroupSize + 1);
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// While we have remaining tiles keep iterating
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while (groupSize > 0 && availableTiles.Count > 0)
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// TODO: Move this to engine
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if (_prototype.TryIndex(gen.Entity, out var proto) &&
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proto.Components.TryGetComponent("EntityRemap", out var comps))
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{
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var startNode = random.PickAndTake(availableTiles);
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frontier.Clear();
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frontier.Add(startNode);
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// This essentially may lead to a vein being split in multiple areas but the count matters more than position.
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while (frontier.Count > 0 && groupSize > 0)
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{
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// Need to pick a random index so we don't just get straight lines of ores.
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var frontierIndex = random.Next(frontier.Count);
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var node = frontier[frontierIndex];
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frontier.RemoveSwap(frontierIndex);
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availableTiles.Remove(node);
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// Add neighbors if they're valid, worst case we add no more and pick another random seed tile.
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for (var x = -1; x <= 1; x++)
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{
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for (var y = -1; y <= 1; y++)
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{
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var neighbor = new Vector2i(node.X + x, node.Y + y);
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if (frontier.Contains(neighbor) || !availableTiles.Contains(neighbor))
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continue;
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frontier.Add(neighbor);
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}
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}
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var prototype = gen.Entity;
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if (replaceEntities.TryGetValue(node, out var existingEnt))
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{
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var existingProto = _entManager.GetComponent<MetaDataComponent>(existingEnt).EntityPrototype;
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_entManager.DeleteEntity(existingEnt);
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if (existingProto != null && remapping.TryGetValue(existingProto.ID, out var remapped))
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{
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prototype = remapped;
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}
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}
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// Tile valid salad so add it.
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_entManager.SpawnAtPosition(prototype, _maps.GridTileToLocal(_gridUid, _grid, node));
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groupSize--;
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}
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var remappingComp = (EntityRemapComponent) comps;
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remapping = remappingComp.Mask;
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}
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if (groupSize > 0)
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var frontier = new ValueList<Vector2i>(32);
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// Iterate the group counts and pathfind out each group.
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for (var i = 0; i < gen.Count; i++)
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{
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_sawmill.Warning($"Found remaining group size for ore veins of {gen.Replacement ?? "null"}!");
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await SuspendDungeon();
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if (!ValidateResume())
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return;
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var groupSize = random.Next(gen.MinGroupSize, gen.MaxGroupSize + 1);
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// While we have remaining tiles keep iterating
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while (groupSize > 0 && availableTiles.Count > 0)
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{
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var startNode = random.PickAndTake(availableTiles);
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frontier.Clear();
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frontier.Add(startNode);
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// This essentially may lead to a vein being split in multiple areas but the count matters more than position.
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while (frontier.Count > 0 && groupSize > 0)
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{
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// Need to pick a random index so we don't just get straight lines of ores.
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var frontierIndex = random.Next(frontier.Count);
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var node = frontier[frontierIndex];
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frontier.RemoveSwap(frontierIndex);
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availableTiles.Remove(node);
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// Add neighbors if they're valid, worst case we add no more and pick another random seed tile.
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for (var x = -1; x <= 1; x++)
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{
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for (var y = -1; y <= 1; y++)
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{
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var neighbor = new Vector2i(node.X + x, node.Y + y);
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if (frontier.Contains(neighbor) || !availableTiles.Contains(neighbor))
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continue;
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frontier.Add(neighbor);
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}
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}
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var prototype = gen.Entity;
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if (replaceEntities.TryGetValue(node, out var existingEnt))
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{
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var existingProto = _entManager.GetComponent<MetaDataComponent>(existingEnt).EntityPrototype;
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_entManager.DeleteEntity(existingEnt);
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if (existingProto != null && remapping.TryGetValue(existingProto.ID, out var remapped))
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{
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prototype = remapped;
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}
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}
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// Tile valid salad so add it.
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_entManager.SpawnAtPosition(prototype, _maps.GridTileToLocal(_gridUid, _grid, node));
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groupSize--;
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}
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}
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if (groupSize > 0)
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{
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_sawmill.Warning($"Found remaining group size for ore veins of {gen.Replacement ?? "null"}!");
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}
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}
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}
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}
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@@ -134,27 +134,15 @@ public sealed partial class DungeonJob : Job<List<Dungeon>>
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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(dungeons, position, layer, reservedTiles, seed, random);
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if (config.ReserveTiles)
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{
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// Remove any dungeons passed in so we don't interfere with them
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// This is kinda goofy but okay for now.
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if (existing != null)
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{
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for (var j = 0; j < dungeons.Count; j++)
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{
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var dung = dungeons[j];
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if (existing.Contains(dung))
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{
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dungeons.RemoveSwap(j);
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}
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}
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}
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foreach (var dungeon in dungeons)
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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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@@ -202,6 +190,7 @@ public sealed partial class DungeonJob : Job<List<Dungeon>>
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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;
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}
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@@ -276,7 +265,7 @@ public sealed partial class DungeonJob : Job<List<Dungeon>>
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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[^1], random);
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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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@@ -285,7 +274,7 @@ public sealed partial class DungeonJob : Job<List<Dungeon>>
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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[^1], random);
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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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@@ -18,4 +18,10 @@ public sealed partial class EntityTableDunGen : IDunGenLayer
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[DataField(required: true)]
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public EntityTableSelector Table;
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/// <summary>
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/// Should the count be per dungeon or across all dungeons.
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/// </summary>
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[DataField]
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public bool PerDungeon;
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}
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