DungeonData rework (#37172)
* DungeonData rework Back to fields, serializes better, just make new layers dumby. * wawawewa * Fix this * Fixes * review * thanks fork * fix
This commit is contained in:
@@ -13,14 +13,8 @@ public sealed partial class DungeonJob
|
||||
/// <summary>
|
||||
/// <see cref="AutoCablingDunGen"/>
|
||||
/// </summary>
|
||||
private async Task PostGen(AutoCablingDunGen gen, DungeonData data, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
|
||||
private async Task PostGen(AutoCablingDunGen gen, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
|
||||
{
|
||||
if (!data.Entities.TryGetValue(DungeonDataKey.Cabling, out var ent))
|
||||
{
|
||||
LogDataError(typeof(AutoCablingDunGen));
|
||||
return;
|
||||
}
|
||||
|
||||
// There's a lot of ways you could do this.
|
||||
// For now we'll just connect every LV cable in the dungeon.
|
||||
var cableTiles = new HashSet<Vector2i>();
|
||||
@@ -157,7 +151,7 @@ public sealed partial class DungeonJob
|
||||
if (found)
|
||||
continue;
|
||||
|
||||
_entManager.SpawnEntity(ent, _maps.GridTileToLocal(_gridUid, _grid, tile));
|
||||
_entManager.SpawnEntity(gen.Entity, _maps.GridTileToLocal(_gridUid, _grid, tile));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -14,7 +14,7 @@ public sealed partial class DungeonJob
|
||||
/// <summary>
|
||||
/// <see cref="BiomeDunGen"/>
|
||||
/// </summary>
|
||||
private async Task PostGen(BiomeDunGen dunGen, DungeonData data, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
|
||||
private async Task PostGen(BiomeDunGen dunGen, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
|
||||
{
|
||||
if (!_prototype.TryIndex(dunGen.BiomeTemplate, out var indexedBiome))
|
||||
return;
|
||||
@@ -31,7 +31,7 @@ public sealed partial class DungeonJob
|
||||
|
||||
if (reservedTiles.Contains(node))
|
||||
continue;
|
||||
|
||||
|
||||
if (dunGen.TileMask is not null)
|
||||
{
|
||||
if (!dunGen.TileMask.Contains(((ContentTileDefinition) _tileDefManager[tileRef.Value.Tile.TypeId]).ID))
|
||||
@@ -15,7 +15,7 @@ public sealed partial class DungeonJob
|
||||
/// <summary>
|
||||
/// <see cref="BiomeMarkerLayerDunGen"/>
|
||||
/// </summary>
|
||||
private async Task PostGen(BiomeMarkerLayerDunGen dunGen, DungeonData data, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
|
||||
private async Task PostGen(BiomeMarkerLayerDunGen dunGen, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
|
||||
{
|
||||
// If we're adding biome then disable it and just use for markers.
|
||||
if (_entManager.EnsureComponent(_gridUid, out BiomeComponent biomeComp))
|
||||
@@ -12,27 +12,13 @@ public sealed partial class DungeonJob
|
||||
/// <summary>
|
||||
/// <see cref="BoundaryWallDunGen"/>
|
||||
/// </summary>
|
||||
private async Task PostGen(BoundaryWallDunGen gen, DungeonData data, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
|
||||
private async Task PostGen(BoundaryWallDunGen gen, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
|
||||
{
|
||||
if (!data.Tiles.TryGetValue(DungeonDataKey.FallbackTile, out var protoTileDef) ||
|
||||
!data.Entities.TryGetValue(DungeonDataKey.Walls, out var wall))
|
||||
{
|
||||
_sawmill.Error($"Error finding dungeon data for {nameof(gen)}");
|
||||
return;
|
||||
}
|
||||
|
||||
var tileDef = _tileDefManager[protoTileDef];
|
||||
var tileDef = _tileDefManager[gen.Tile];
|
||||
var tiles = new List<(Vector2i Index, Tile Tile)>(dungeon.RoomExteriorTiles.Count);
|
||||
|
||||
if (!data.Entities.TryGetValue(DungeonDataKey.CornerWalls, out var cornerWall))
|
||||
{
|
||||
cornerWall = wall;
|
||||
}
|
||||
|
||||
if (cornerWall == default)
|
||||
{
|
||||
cornerWall = wall;
|
||||
}
|
||||
var wall = gen.Wall;
|
||||
var cornerWall = gen.CornerWall ?? gen.Wall;
|
||||
|
||||
// Spawn wall outline
|
||||
// - Tiles first
|
||||
@@ -1,8 +1,6 @@
|
||||
using System.Threading.Tasks;
|
||||
using Content.Shared.Procedural;
|
||||
using Content.Shared.Procedural.PostGeneration;
|
||||
using Content.Shared.Storage;
|
||||
using Robust.Shared.Physics.Components;
|
||||
using Robust.Shared.Random;
|
||||
|
||||
namespace Content.Server.Procedural.DungeonJob;
|
||||
@@ -12,16 +10,15 @@ public sealed partial class DungeonJob
|
||||
/// <summary>
|
||||
/// <see cref="CornerClutterDunGen"/>
|
||||
/// </summary>
|
||||
private async Task PostGen(CornerClutterDunGen gen, DungeonData data, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
|
||||
private async Task PostGen(CornerClutterDunGen gen, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
|
||||
{
|
||||
if (!data.SpawnGroups.TryGetValue(DungeonDataKey.CornerClutter, out var corner))
|
||||
{
|
||||
_sawmill.Error(Environment.StackTrace);
|
||||
return;
|
||||
}
|
||||
var contentsTable = _prototype.Index(gen.Contents);
|
||||
|
||||
foreach (var tile in dungeon.CorridorTiles)
|
||||
{
|
||||
if (reservedTiles.Contains(tile))
|
||||
continue;
|
||||
|
||||
var blocked = _anchorable.TileFree(_grid, tile, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask);
|
||||
|
||||
if (blocked)
|
||||
@@ -45,8 +42,8 @@ public sealed partial class DungeonJob
|
||||
if (random.Prob(gen.Chance))
|
||||
{
|
||||
var coords = _maps.GridTileToLocal(_gridUid, _grid, tile);
|
||||
var protos = EntitySpawnCollection.GetSpawns(_prototype.Index(corner).Entries, random);
|
||||
_entManager.SpawnEntities(coords, protos);
|
||||
var protos = contentsTable.Table.GetSpawns(random, _entManager, _prototype);
|
||||
_entManager.SpawnEntitiesAttachedTo(coords, protos);
|
||||
}
|
||||
|
||||
break;
|
||||
@@ -12,14 +12,8 @@ public sealed partial class DungeonJob
|
||||
/// <summary>
|
||||
/// <see cref="CorridorDunGen"/>
|
||||
/// </summary>
|
||||
private async Task PostGen(CorridorDunGen gen, DungeonData data, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
|
||||
private async Task PostGen(CorridorDunGen gen, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
|
||||
{
|
||||
if (!data.Tiles.TryGetValue(DungeonDataKey.FallbackTile, out var tileProto))
|
||||
{
|
||||
LogDataError(typeof(CorridorDunGen));
|
||||
return;
|
||||
}
|
||||
|
||||
var entrances = new List<Vector2i>(dungeon.Rooms.Count);
|
||||
|
||||
// Grab entrances
|
||||
@@ -98,7 +92,7 @@ public sealed partial class DungeonJob
|
||||
WidenCorridor(dungeon, gen.Width, corridorTiles);
|
||||
|
||||
var setTiles = new List<(Vector2i, Tile)>();
|
||||
var tileDef = (ContentTileDefinition) _tileDefManager[tileProto];
|
||||
var tileDef = (ContentTileDefinition) _tileDefManager[gen.Tile];
|
||||
|
||||
foreach (var tile in corridorTiles)
|
||||
{
|
||||
@@ -12,10 +12,11 @@ public sealed partial class DungeonJob
|
||||
/// <summary>
|
||||
/// <see cref="CorridorClutterDunGen"/>
|
||||
/// </summary>
|
||||
private async Task PostGen(CorridorClutterDunGen gen, DungeonData data, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
|
||||
private async Task PostGen(CorridorClutterDunGen gen, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
|
||||
{
|
||||
var physicsQuery = _entManager.GetEntityQuery<PhysicsComponent>();
|
||||
var count = (int) Math.Ceiling(dungeon.CorridorTiles.Count * gen.Chance);
|
||||
var contents = _prototype.Index(gen.Contents);
|
||||
|
||||
while (count > 0)
|
||||
{
|
||||
@@ -42,9 +43,12 @@ public sealed partial class DungeonJob
|
||||
|
||||
count--;
|
||||
|
||||
var protos = EntitySpawnCollection.GetSpawns(gen.Contents, random);
|
||||
if (reservedTiles.Contains(tile))
|
||||
continue;
|
||||
|
||||
var protos = _entTable.GetSpawns(contents, random);
|
||||
var coords = _maps.ToCenterCoordinates(_gridUid, tile, _grid);
|
||||
_entManager.SpawnEntities(coords, protos);
|
||||
_entManager.SpawnEntitiesAttachedTo(coords, protos);
|
||||
await SuspendIfOutOfTime();
|
||||
|
||||
if (!ValidateResume())
|
||||
@@ -13,13 +13,8 @@ public sealed partial class DungeonJob
|
||||
/// <summary>
|
||||
/// <see cref="CorridorDecalSkirtingDunGen"/>
|
||||
/// </summary>
|
||||
private async Task PostGen(CorridorDecalSkirtingDunGen decks, DungeonData data, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
|
||||
private async Task PostGen(CorridorDecalSkirtingDunGen decks, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
|
||||
{
|
||||
if (!data.Colors.TryGetValue(DungeonDataKey.Decals, out var color))
|
||||
{
|
||||
_sawmill.Error(Environment.StackTrace);
|
||||
}
|
||||
|
||||
var directions = new ValueList<DirectionFlag>(4);
|
||||
var pocketDirections = new ValueList<Direction>(4);
|
||||
var doorQuery = _entManager.GetEntityQuery<DoorComponent>();
|
||||
@@ -88,7 +83,7 @@ public sealed partial class DungeonJob
|
||||
{
|
||||
// Decals not being centered biting my ass again
|
||||
var gridPos = _maps.GridTileToLocal(_gridUid, _grid, tile).Offset(offset);
|
||||
_decals.TryAddDecal(cDir, gridPos, out _, color: color);
|
||||
_decals.TryAddDecal(cDir, gridPos, out _, color: decks.Color);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -101,7 +96,7 @@ public sealed partial class DungeonJob
|
||||
{
|
||||
// Decals not being centered biting my ass again
|
||||
var gridPos = _maps.GridTileToLocal(_gridUid, _grid, tile).Offset(offset);
|
||||
_decals.TryAddDecal(cDir, gridPos, out _, color: color);
|
||||
_decals.TryAddDecal(cDir, gridPos, out _, color: decks.Color);
|
||||
}
|
||||
|
||||
continue;
|
||||
@@ -116,7 +111,7 @@ public sealed partial class DungeonJob
|
||||
if (decks.CornerDecals.TryGetValue(dirFlag, out var cDir))
|
||||
{
|
||||
var gridPos = _maps.GridTileToLocal(_gridUid, _grid, tile).Offset(offset);
|
||||
_decals.TryAddDecal(cDir, gridPos, out _, color: color);
|
||||
_decals.TryAddDecal(cDir, gridPos, out _, color: decks.Color);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,54 +0,0 @@
|
||||
using System.Numerics;
|
||||
using System.Threading.Tasks;
|
||||
using Content.Shared.Maps;
|
||||
using Content.Shared.Procedural;
|
||||
using Content.Shared.Procedural.DungeonGenerators;
|
||||
|
||||
namespace Content.Server.Procedural.DungeonJob;
|
||||
|
||||
public sealed partial class DungeonJob
|
||||
{
|
||||
/// <summary>
|
||||
/// <see cref="FillGridDunGen"/>
|
||||
/// </summary>
|
||||
private async Task<Dungeon> GenerateFillDunGen(FillGridDunGen fill, DungeonData data, HashSet<Vector2i> reservedTiles)
|
||||
{
|
||||
if (!data.Entities.TryGetValue(DungeonDataKey.Fill, out var fillEnt))
|
||||
{
|
||||
LogDataError(typeof(FillGridDunGen));
|
||||
return Dungeon.Empty;
|
||||
}
|
||||
|
||||
var roomTiles = new HashSet<Vector2i>();
|
||||
var tiles = _maps.GetAllTilesEnumerator(_gridUid, _grid);
|
||||
|
||||
while (tiles.MoveNext(out var tileRef))
|
||||
{
|
||||
var tile = tileRef.Value.GridIndices;
|
||||
|
||||
if (reservedTiles.Contains(tile))
|
||||
continue;
|
||||
|
||||
if (fill.AllowedTiles != null && !fill.AllowedTiles.Contains(((ContentTileDefinition) _tileDefManager[tileRef.Value.Tile.TypeId]).ID))
|
||||
continue;
|
||||
|
||||
if (!_anchorable.TileFree(_grid, tile, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
|
||||
continue;
|
||||
|
||||
var gridPos = _maps.GridTileToLocal(_gridUid, _grid, tile);
|
||||
_entManager.SpawnEntity(fillEnt, gridPos);
|
||||
|
||||
roomTiles.Add(tile);
|
||||
|
||||
await SuspendDungeon();
|
||||
if (!ValidateResume())
|
||||
break;
|
||||
}
|
||||
|
||||
var dungeon = new Dungeon();
|
||||
var room = new DungeonRoom(roomTiles, Vector2.Zero, Box2i.Empty, new HashSet<Vector2i>());
|
||||
dungeon.AddRoom(room);
|
||||
|
||||
return dungeon;
|
||||
}
|
||||
}
|
||||
@@ -14,15 +14,8 @@ public sealed partial class DungeonJob
|
||||
/// <summary>
|
||||
/// <see cref="PrefabDunGen"/>
|
||||
/// </summary>
|
||||
private async Task<Dungeon> GeneratePrefabDunGen(Vector2i position, DungeonData data, PrefabDunGen prefab, HashSet<Vector2i> reservedTiles, Random random)
|
||||
private async Task<Dungeon> GeneratePrefabDunGen(Vector2i position, PrefabDunGen prefab, HashSet<Vector2i> reservedTiles, Random random)
|
||||
{
|
||||
if (!data.Tiles.TryGetValue(DungeonDataKey.FallbackTile, out var tileProto) ||
|
||||
!data.Whitelists.TryGetValue(DungeonDataKey.Rooms, out var roomWhitelist))
|
||||
{
|
||||
LogDataError(typeof(PrefabDunGen));
|
||||
return Dungeon.Empty;
|
||||
}
|
||||
|
||||
var preset = prefab.Presets[random.Next(prefab.Presets.Count)];
|
||||
var gen = _prototype.Index(preset);
|
||||
|
||||
@@ -50,9 +43,9 @@ public sealed partial class DungeonJob
|
||||
{
|
||||
var whitelisted = false;
|
||||
|
||||
if (roomWhitelist?.Tags != null)
|
||||
if (prefab.RoomWhitelist?.Tags != null)
|
||||
{
|
||||
foreach (var tag in roomWhitelist.Tags)
|
||||
foreach (var tag in prefab.RoomWhitelist.Tags)
|
||||
{
|
||||
if (proto.Tags.Contains(tag))
|
||||
{
|
||||
@@ -164,6 +157,7 @@ public sealed partial class DungeonJob
|
||||
|
||||
// Then for overlaps choose either 1x1 / 3x1
|
||||
// Pick a random tile for it and then expand outwards as relevant (weighted towards middle?)
|
||||
var fallbackTile = prefab.FallbackTile;
|
||||
|
||||
for (var i = 0; i < chosenPacks.Length; i++)
|
||||
{
|
||||
@@ -181,29 +175,35 @@ public sealed partial class DungeonJob
|
||||
Angle roomRotation = Angle.Zero;
|
||||
Matrix3x2 matty;
|
||||
|
||||
// If no room found then try rotated dimensions
|
||||
if (!roomProtos.TryGetValue(roomDimensions, out var roomProto))
|
||||
{
|
||||
roomDimensions = new Vector2i(roomDimensions.Y, roomDimensions.X);
|
||||
|
||||
// If nothing at all then no valid rooms, try fallback tile and log it.
|
||||
if (!roomProtos.TryGetValue(roomDimensions, out roomProto))
|
||||
{
|
||||
matty = Matrix3x2.Multiply(packTransform, dungeonTransform);
|
||||
|
||||
for (var x = roomSize.Left; x < roomSize.Right; x++)
|
||||
if (fallbackTile != null)
|
||||
{
|
||||
for (var y = roomSize.Bottom; y < roomSize.Top; y++)
|
||||
matty = Matrix3x2.Multiply(packTransform, dungeonTransform);
|
||||
|
||||
for (var x = roomSize.Left; x < roomSize.Right; x++)
|
||||
{
|
||||
var index = Vector2.Transform(new Vector2(x, y) + _grid.TileSizeHalfVector - packCenter, matty).Floored();
|
||||
for (var y = roomSize.Bottom; y < roomSize.Top; y++)
|
||||
{
|
||||
var index = Vector2.Transform(new Vector2(x, y) + _grid.TileSizeHalfVector - packCenter, matty).Floored();
|
||||
|
||||
if (reservedTiles.Contains(index))
|
||||
continue;
|
||||
if (reservedTiles.Contains(index))
|
||||
continue;
|
||||
|
||||
tiles.Add((index, new Tile(_tileDefManager[tileProto].TileId)));
|
||||
tiles.Add((index, new Tile(_tileDefManager[fallbackTile.Value].TileId)));
|
||||
}
|
||||
}
|
||||
|
||||
_maps.SetTiles(_gridUid, _grid, tiles);
|
||||
tiles.Clear();
|
||||
}
|
||||
|
||||
_maps.SetTiles(_gridUid, _grid, tiles);
|
||||
tiles.Clear();
|
||||
_sawmill.Error($"Unable to find room variant for {roomDimensions}, leaving empty.");
|
||||
continue;
|
||||
}
|
||||
|
||||
@@ -12,49 +12,43 @@ public sealed partial class DungeonJob
|
||||
/// <summary>
|
||||
/// <see cref="ReplaceTileDunGen"/>
|
||||
/// </summary>
|
||||
private async Task<Dungeon> GenerateTileReplacementDunGen(ReplaceTileDunGen gen, DungeonData data, HashSet<Vector2i> reservedTiles, Random random)
|
||||
private async Task GenerateTileReplacementDunGen(ReplaceTileDunGen gen, List<Dungeon> dungeons, HashSet<Vector2i> reservedTiles, Random random)
|
||||
{
|
||||
var tiles = _maps.GetAllTilesEnumerator(_gridUid, _grid);
|
||||
var replacements = new List<(Vector2i Index, Tile Tile)>();
|
||||
var reserved = new HashSet<Vector2i>();
|
||||
|
||||
while (tiles.MoveNext(out var tileRef))
|
||||
foreach (var dungeon in dungeons)
|
||||
{
|
||||
var node = tileRef.Value.GridIndices;
|
||||
|
||||
if (reservedTiles.Contains(node))
|
||||
continue;
|
||||
|
||||
foreach (var layer in gen.Layers)
|
||||
foreach (var node in dungeon.AllTiles)
|
||||
{
|
||||
var value = layer.Noise.GetNoise(node.X, node.Y);
|
||||
|
||||
if (value < layer.Threshold)
|
||||
if (reservedTiles.Contains(node))
|
||||
continue;
|
||||
|
||||
Tile tile;
|
||||
foreach (var layer in gen.Layers)
|
||||
{
|
||||
var value = layer.Noise.GetNoise(node.X, node.Y);
|
||||
|
||||
if (random.Prob(gen.VariantWeight))
|
||||
{
|
||||
tile = _tileDefManager.GetVariantTile(_prototype.Index(layer.Tile), random);
|
||||
}
|
||||
else
|
||||
{
|
||||
tile = new Tile(_prototype.Index(layer.Tile).TileId);
|
||||
if (value < layer.Threshold)
|
||||
continue;
|
||||
|
||||
Tile tile;
|
||||
|
||||
if (random.Prob(gen.VariantWeight))
|
||||
{
|
||||
tile = _tileDefManager.GetVariantTile(_prototype.Index(layer.Tile), random);
|
||||
}
|
||||
else
|
||||
{
|
||||
tile = new Tile(_prototype.Index(layer.Tile).TileId);
|
||||
}
|
||||
|
||||
replacements.Add((node, tile));
|
||||
break;
|
||||
}
|
||||
|
||||
replacements.Add((node, tile));
|
||||
reserved.Add(node);
|
||||
break;
|
||||
await SuspendDungeon();
|
||||
}
|
||||
|
||||
await SuspendDungeon();
|
||||
_maps.SetTiles(_gridUid, _grid, replacements);
|
||||
}
|
||||
|
||||
_maps.SetTiles(_gridUid, _grid, replacements);
|
||||
return new Dungeon(new List<DungeonRoom>()
|
||||
{
|
||||
new DungeonRoom(reserved, _position, Box2i.Empty, new HashSet<Vector2i>()),
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
@@ -12,18 +12,12 @@ public sealed partial class DungeonJob
|
||||
/// <summary>
|
||||
/// <see cref="DungeonEntranceDunGen"/>
|
||||
/// </summary>
|
||||
private async Task PostGen(DungeonEntranceDunGen gen, DungeonData data, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
|
||||
private async Task PostGen(DungeonEntranceDunGen gen, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
|
||||
{
|
||||
if (!data.Tiles.TryGetValue(DungeonDataKey.FallbackTile, out var tileProto) ||
|
||||
!data.SpawnGroups.TryGetValue(DungeonDataKey.Entrance, out var entrance))
|
||||
{
|
||||
LogDataError(typeof(DungeonEntranceDunGen));
|
||||
return;
|
||||
}
|
||||
|
||||
var rooms = new List<DungeonRoom>(dungeon.Rooms);
|
||||
var roomTiles = new List<Vector2i>();
|
||||
var tileDef = (ContentTileDefinition) _tileDefManager[tileProto];
|
||||
var tileDef = (ContentTileDefinition) _tileDefManager[gen.Tile];
|
||||
var contents = _prototype.Index(gen.Contents);
|
||||
|
||||
for (var i = 0; i < gen.Count; i++)
|
||||
{
|
||||
@@ -82,7 +76,7 @@ public sealed partial class DungeonJob
|
||||
var gridCoords = _maps.GridTileToLocal(_gridUid, _grid, tile);
|
||||
// Need to offset the spawn to avoid spawning in the room.
|
||||
|
||||
foreach (var ent in EntitySpawnCollection.GetSpawns(_prototype.Index(entrance).Entries, random))
|
||||
foreach (var ent in _entTable.GetSpawns(contents, random))
|
||||
{
|
||||
_entManager.SpawnAtPosition(ent, gridCoords);
|
||||
}
|
||||
@@ -13,18 +13,12 @@ public sealed partial class DungeonJob
|
||||
/// <summary>
|
||||
/// <see cref="EntranceFlankDunGen"/>
|
||||
/// </summary>
|
||||
private async Task PostGen(EntranceFlankDunGen gen, DungeonData data, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
|
||||
private async Task PostGen(EntranceFlankDunGen gen, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
|
||||
{
|
||||
if (!data.Tiles.TryGetValue(DungeonDataKey.FallbackTile, out var tileProto) ||
|
||||
!data.SpawnGroups.TryGetValue(DungeonDataKey.EntranceFlank, out var flankProto))
|
||||
{
|
||||
_sawmill.Error($"Unable to get dungeon data for {nameof(gen)}");
|
||||
return;
|
||||
}
|
||||
|
||||
var tiles = new List<(Vector2i Index, Tile)>();
|
||||
var tileDef = _tileDefManager[tileProto];
|
||||
var tileDef = _tileDefManager[gen.Tile];
|
||||
var spawnPositions = new ValueList<Vector2i>(dungeon.Rooms.Count);
|
||||
var contents = _prototype.Index(gen.Contents);
|
||||
|
||||
foreach (var room in dungeon.Rooms)
|
||||
{
|
||||
@@ -48,11 +42,10 @@ public sealed partial class DungeonJob
|
||||
}
|
||||
|
||||
_maps.SetTiles(_gridUid, _grid, tiles);
|
||||
var entGroup = _prototype.Index(flankProto);
|
||||
|
||||
foreach (var entrance in spawnPositions)
|
||||
{
|
||||
_entManager.SpawnEntities(_maps.GridTileToLocal(_gridUid, _grid, entrance), EntitySpawnCollection.GetSpawns(entGroup.Entries, random));
|
||||
_entManager.SpawnEntitiesAttachedTo(_maps.GridTileToLocal(_gridUid, _grid, entrance), _entTable.GetSpawns(contents, random));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,10 +1,8 @@
|
||||
using System.Threading.Tasks;
|
||||
using Content.Server.NPC.Pathfinding;
|
||||
using Content.Shared.Maps;
|
||||
using Content.Shared.NPC;
|
||||
using Content.Shared.Procedural;
|
||||
using Content.Shared.Procedural.DungeonGenerators;
|
||||
using Robust.Shared.Collections;
|
||||
using Robust.Shared.Random;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
@@ -27,7 +25,6 @@ public sealed partial class DungeonJob
|
||||
var startTile = new Vector2i(0, (int) distance).Rotate(angle);
|
||||
|
||||
Vector2i? dungeonSpawn = null;
|
||||
var pathfinder = _entManager.System<PathfindingSystem>();
|
||||
|
||||
// Gridcast
|
||||
SharedPathfindingSystem.GridCast(startTile, position, tile =>
|
||||
@@ -52,7 +49,7 @@ public sealed partial class DungeonJob
|
||||
|
||||
var config = _prototype.Index(dungen.Proto);
|
||||
var nextSeed = random.Next();
|
||||
var dungeons = await GetDungeons(dungeonSpawn.Value, config, config.Data, config.Layers, reservedTiles, nextSeed, new Random(nextSeed));
|
||||
var dungeons = await GetDungeons(dungeonSpawn.Value, config, config.Layers, reservedTiles, nextSeed, new Random(nextSeed));
|
||||
|
||||
return dungeons;
|
||||
}
|
||||
@@ -24,15 +24,8 @@ public sealed partial class DungeonJob
|
||||
/// <summary>
|
||||
/// <see cref="ExternalWindowDunGen"/>
|
||||
/// </summary>
|
||||
private async Task PostGen(ExternalWindowDunGen gen, DungeonData data, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
|
||||
private async Task PostGen(ExternalWindowDunGen gen, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
|
||||
{
|
||||
if (!data.Tiles.TryGetValue(DungeonDataKey.FallbackTile, out var tileProto) ||
|
||||
!data.SpawnGroups.TryGetValue(DungeonDataKey.Window, out var windowGroup))
|
||||
{
|
||||
_sawmill.Error($"Unable to get dungeon data for {nameof(gen)}");
|
||||
return;
|
||||
}
|
||||
|
||||
// Iterate every tile with N chance to spawn windows on that wall per cardinal dir.
|
||||
var chance = 0.25 / 3f;
|
||||
|
||||
@@ -42,7 +35,7 @@ public sealed partial class DungeonJob
|
||||
random.Shuffle(validTiles);
|
||||
|
||||
var tiles = new List<(Vector2i, Tile)>();
|
||||
var tileDef = _tileDefManager[tileProto];
|
||||
var tileDef = _tileDefManager[gen.Tile];
|
||||
var count = Math.Floor(validTiles.Count * chance);
|
||||
var index = 0;
|
||||
var takenTiles = new HashSet<Vector2i>();
|
||||
@@ -120,15 +113,13 @@ public sealed partial class DungeonJob
|
||||
}
|
||||
|
||||
_maps.SetTiles(_gridUid, _grid, tiles);
|
||||
index = 0;
|
||||
var spawnEntry = _prototype.Index(windowGroup);
|
||||
var contents = _prototype.Index(gen.Contents);
|
||||
|
||||
foreach (var tile in tiles)
|
||||
{
|
||||
var gridPos = _maps.GridTileToLocal(_gridUid, _grid, tile.Item1);
|
||||
|
||||
index += spawnEntry.Entries.Count;
|
||||
_entManager.SpawnEntities(gridPos, EntitySpawnCollection.GetSpawns(spawnEntry.Entries, random));
|
||||
_entManager.SpawnEntitiesAttachedTo(gridPos, _entTable.GetSpawns(contents, random));
|
||||
await SuspendDungeon();
|
||||
|
||||
if (!ValidateResume())
|
||||
39
Content.Server/Procedural/DungeonJob/DungeonJob.Fill.cs
Normal file
39
Content.Server/Procedural/DungeonJob/DungeonJob.Fill.cs
Normal file
@@ -0,0 +1,39 @@
|
||||
using System.Threading.Tasks;
|
||||
using Content.Shared.Procedural;
|
||||
using Content.Shared.Procedural.DungeonLayers;
|
||||
|
||||
namespace Content.Server.Procedural.DungeonJob;
|
||||
|
||||
public sealed partial class DungeonJob
|
||||
{
|
||||
/// <summary>
|
||||
/// <see cref="Shared.Procedural.DungeonLayers.FillGridDunGen"/>
|
||||
/// </summary>
|
||||
private async Task GenerateFillDunGen(FillGridDunGen fill, List<Dungeon> dungeons, HashSet<Vector2i> reservedTiles)
|
||||
{
|
||||
foreach (var dungeon in dungeons)
|
||||
{
|
||||
foreach (var tile in dungeon.AllTiles)
|
||||
{
|
||||
if (reservedTiles.Contains(tile))
|
||||
continue;
|
||||
|
||||
if (!_maps.TryGetTileDef(_grid, tile, out var tileDef))
|
||||
continue;
|
||||
|
||||
if (fill.AllowedTiles != null && !fill.AllowedTiles.Contains(tileDef.ID))
|
||||
continue;
|
||||
|
||||
if (!_anchorable.TileFree(_grid, tile, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
|
||||
continue;
|
||||
|
||||
var gridPos = _maps.GridTileToLocal(_gridUid, _grid, tile);
|
||||
_entManager.SpawnEntity(fill.Entity, gridPos);
|
||||
|
||||
await SuspendDungeon();
|
||||
if (!ValidateResume())
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -10,9 +10,7 @@ namespace Content.Server.Procedural.DungeonJob;
|
||||
|
||||
public sealed partial class DungeonJob
|
||||
{
|
||||
/*
|
||||
* Run after the main dungeon generation
|
||||
*/
|
||||
// Various helper methods.
|
||||
|
||||
private static readonly ProtoId<TagPrototype> WallTag = "Wall";
|
||||
|
||||
@@ -12,21 +12,14 @@ public sealed partial class DungeonJob
|
||||
/// <summary>
|
||||
/// <see cref="InternalWindowDunGen"/>
|
||||
/// </summary>
|
||||
private async Task PostGen(InternalWindowDunGen gen, DungeonData data, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
|
||||
private async Task PostGen(InternalWindowDunGen gen, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
|
||||
{
|
||||
if (!data.Tiles.TryGetValue(DungeonDataKey.FallbackTile, out var tileProto) ||
|
||||
!data.SpawnGroups.TryGetValue(DungeonDataKey.Window, out var windowGroup))
|
||||
{
|
||||
_sawmill.Error($"Unable to find dungeon data keys for {nameof(gen)}");
|
||||
return;
|
||||
}
|
||||
|
||||
// Iterate every room and check if there's a gap beyond it that leads to another room within N tiles
|
||||
// If so then consider windows
|
||||
var minDistance = 4;
|
||||
var maxDistance = 6;
|
||||
var tileDef = _tileDefManager[tileProto];
|
||||
var window = _prototype.Index(windowGroup);
|
||||
var tileDef = _tileDefManager[gen.Tile];
|
||||
var contents = _prototype.Index(gen.Contents);
|
||||
|
||||
foreach (var room in dungeon.Rooms)
|
||||
{
|
||||
@@ -90,7 +83,7 @@ public sealed partial class DungeonJob
|
||||
var gridPos = _maps.GridTileToLocal(_gridUid, _grid, tile);
|
||||
_maps.SetTile(_gridUid, _grid, tile, _tile.GetVariantTile((ContentTileDefinition) tileDef, random));
|
||||
|
||||
_entManager.SpawnEntities(gridPos, EntitySpawnCollection.GetSpawns(window.Entries, random));
|
||||
_entManager.SpawnEntitiesAttachedTo(gridPos, _entTable.GetSpawns(contents, random));
|
||||
}
|
||||
|
||||
if (validTiles.Count > 0)
|
||||
@@ -12,17 +12,10 @@ public sealed partial class DungeonJob
|
||||
/// <summary>
|
||||
/// <see cref="JunctionDunGen"/>
|
||||
/// </summary>
|
||||
private async Task PostGen(JunctionDunGen gen, DungeonData data, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
|
||||
private async Task PostGen(JunctionDunGen gen, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
|
||||
{
|
||||
if (!data.Tiles.TryGetValue(DungeonDataKey.FallbackTile, out var tileProto) ||
|
||||
!data.SpawnGroups.TryGetValue(DungeonDataKey.Junction, out var junctionProto))
|
||||
{
|
||||
_sawmill.Error($"Dungeon data keys are missing for {nameof(gen)}");
|
||||
return;
|
||||
}
|
||||
|
||||
var tileDef = _tileDefManager[tileProto];
|
||||
var entranceGroup = _prototype.Index(junctionProto);
|
||||
var tileDef = _tileDefManager[gen.Tile];
|
||||
var contents = _prototype.Index(gen.Contents);
|
||||
|
||||
// N-wide junctions
|
||||
foreach (var tile in dungeon.CorridorTiles)
|
||||
@@ -123,7 +116,7 @@ public sealed partial class DungeonJob
|
||||
_maps.SetTile(_gridUid, _grid, weh, _tile.GetVariantTile((ContentTileDefinition) tileDef, random));
|
||||
|
||||
var coords = _maps.GridTileToLocal(_gridUid, _grid, weh);
|
||||
_entManager.SpawnEntities(coords, EntitySpawnCollection.GetSpawns(entranceGroup.Entries, random));
|
||||
_entManager.SpawnEntitiesAttachedTo(coords, _entTable.GetSpawns(contents, random));
|
||||
}
|
||||
|
||||
break;
|
||||
@@ -13,19 +13,8 @@ public sealed partial class DungeonJob
|
||||
/// <summary>
|
||||
/// <see cref="MiddleConnectionDunGen"/>
|
||||
/// </summary>
|
||||
private async Task PostGen(MiddleConnectionDunGen gen, DungeonData data, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
|
||||
private async Task PostGen(MiddleConnectionDunGen gen, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
|
||||
{
|
||||
if (!data.Tiles.TryGetValue(DungeonDataKey.FallbackTile, out var tileProto) ||
|
||||
!data.SpawnGroups.TryGetValue(DungeonDataKey.Entrance, out var entranceProto) ||
|
||||
!_prototype.TryIndex(entranceProto, out var entrance))
|
||||
{
|
||||
_sawmill.Error($"Tried to run {nameof(MiddleConnectionDunGen)} without any dungeon data set which is unsupported");
|
||||
return;
|
||||
}
|
||||
|
||||
data.SpawnGroups.TryGetValue(DungeonDataKey.EntranceFlank, out var flankProto);
|
||||
_prototype.TryIndex(flankProto, out var flank);
|
||||
|
||||
// Grab all of the room bounds
|
||||
// Then, work out connections between them
|
||||
var roomBorders = new Dictionary<DungeonRoom, HashSet<Vector2i>>(dungeon.Rooms.Count);
|
||||
@@ -67,7 +56,9 @@ public sealed partial class DungeonJob
|
||||
// TODO: Optional loops
|
||||
|
||||
var roomConnections = new Dictionary<DungeonRoom, List<DungeonRoom>>();
|
||||
var tileDef = _tileDefManager[tileProto];
|
||||
var tileDef = _tileDefManager[gen.Tile];
|
||||
_prototype.TryIndex(gen.Flank, out var flankContents);
|
||||
var contents = _prototype.Index(gen.Contents);
|
||||
|
||||
foreach (var (room, border) in roomBorders)
|
||||
{
|
||||
@@ -118,16 +109,16 @@ public sealed partial class DungeonJob
|
||||
width--;
|
||||
_maps.SetTile(_gridUid, _grid, node, _tile.GetVariantTile((ContentTileDefinition) tileDef, random));
|
||||
|
||||
if (flank != null && nodeDistances.Count - i <= 2)
|
||||
if (flankContents != null && nodeDistances.Count - i <= 2)
|
||||
{
|
||||
_entManager.SpawnEntities(gridPos, EntitySpawnCollection.GetSpawns(flank.Entries, random));
|
||||
_entManager.SpawnEntitiesAttachedTo(gridPos, _entTable.GetSpawns(flankContents, random));
|
||||
}
|
||||
else
|
||||
{
|
||||
// Iterate neighbors and check for blockers, if so bulldoze
|
||||
ClearDoor(dungeon, _grid, node);
|
||||
|
||||
_entManager.SpawnEntities(gridPos, EntitySpawnCollection.GetSpawns(entrance.Entries, random));
|
||||
_entManager.SpawnEntitiesAttachedTo(gridPos, _entTable.GetSpawns(contents, random));
|
||||
}
|
||||
|
||||
if (width == 0)
|
||||
@@ -13,6 +13,9 @@ namespace Content.Server.Procedural.DungeonJob;
|
||||
|
||||
public sealed partial class DungeonJob
|
||||
{
|
||||
/// <summary>
|
||||
/// <see cref="MobsDunGen"/>
|
||||
/// </summary>
|
||||
private async Task PostGen(
|
||||
MobsDunGen gen,
|
||||
Dungeon dungeon,
|
||||
@@ -21,8 +24,8 @@ public sealed partial class DungeonJob
|
||||
var availableRooms = new ValueList<DungeonRoom>();
|
||||
availableRooms.AddRange(dungeon.Rooms);
|
||||
var availableTiles = new ValueList<Vector2i>(dungeon.AllTiles);
|
||||
var contents = _prototype.Index(gen.Contents);
|
||||
|
||||
var entities = EntitySpawnCollection.GetSpawns(gen.Groups, random);
|
||||
var count = random.Next(gen.MinCount, gen.MaxCount + 1);
|
||||
var npcs = _entManager.System<NPCSystem>();
|
||||
|
||||
@@ -38,6 +41,8 @@ public sealed partial class DungeonJob
|
||||
continue;
|
||||
}
|
||||
|
||||
var entities = _entTable.GetSpawns(contents, random);
|
||||
|
||||
foreach (var ent in entities)
|
||||
{
|
||||
var uid = _entManager.SpawnAtPosition(ent, _maps.GridTileToLocal(_gridUid, _grid, tile));
|
||||
@@ -1,6 +0,0 @@
|
||||
namespace Content.Server.Procedural.DungeonJob;
|
||||
|
||||
public sealed partial class DungeonJob
|
||||
{
|
||||
|
||||
}
|
||||
@@ -12,23 +12,19 @@ public sealed partial class DungeonJob
|
||||
/// <summary>
|
||||
/// <see cref="RoomEntranceDunGen"/>
|
||||
/// </summary>
|
||||
private async Task PostGen(RoomEntranceDunGen gen, DungeonData data, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
|
||||
private async Task PostGen(RoomEntranceDunGen gen, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
|
||||
{
|
||||
if (!data.Tiles.TryGetValue(DungeonDataKey.FallbackTile, out var tileProto) ||
|
||||
!data.SpawnGroups.TryGetValue(DungeonDataKey.Entrance, out var entranceProtos) ||
|
||||
!_prototype.TryIndex(entranceProtos, out var entranceIn))
|
||||
{
|
||||
LogDataError(typeof(RoomEntranceDunGen));
|
||||
return;
|
||||
}
|
||||
|
||||
var setTiles = new List<(Vector2i, Tile)>();
|
||||
var tileDef = _tileDefManager[tileProto];
|
||||
var tileDef = _tileDefManager[gen.Tile];
|
||||
var contents = _prototype.Index(gen.Contents);
|
||||
|
||||
foreach (var room in dungeon.Rooms)
|
||||
{
|
||||
foreach (var entrance in room.Entrances)
|
||||
{
|
||||
if (reservedTiles.Contains(entrance))
|
||||
continue;
|
||||
|
||||
setTiles.Add((entrance, _tile.GetVariantTile((ContentTileDefinition) tileDef, random)));
|
||||
}
|
||||
}
|
||||
@@ -39,9 +35,17 @@ public sealed partial class DungeonJob
|
||||
{
|
||||
foreach (var entrance in room.Entrances)
|
||||
{
|
||||
_entManager.SpawnEntities(
|
||||
if (reservedTiles.Contains(entrance))
|
||||
continue;
|
||||
|
||||
_entManager.SpawnEntitiesAttachedTo(
|
||||
_maps.GridTileToLocal(_gridUid, _grid, entrance),
|
||||
EntitySpawnCollection.GetSpawns(entranceIn.Entries, random));
|
||||
_entTable.GetSpawns(contents, random));
|
||||
|
||||
await SuspendDungeon();
|
||||
|
||||
if (!ValidateResume())
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -15,25 +15,14 @@ public sealed partial class DungeonJob
|
||||
/// </summary>
|
||||
private async Task<Dungeon> PostGen(
|
||||
SplineDungeonConnectorDunGen gen,
|
||||
DungeonData data,
|
||||
List<Dungeon> dungeons,
|
||||
HashSet<Vector2i> reservedTiles,
|
||||
Random random)
|
||||
{
|
||||
// TODO: The path itself use the tile
|
||||
// Widen it randomly (probably for each tile offset it by some changing amount).
|
||||
|
||||
// NOOP
|
||||
if (dungeons.Count <= 1)
|
||||
return Dungeon.Empty;
|
||||
|
||||
if (!data.Tiles.TryGetValue(DungeonDataKey.FallbackTile, out var fallback) ||
|
||||
!data.Tiles.TryGetValue(DungeonDataKey.WidenTile, out var widen))
|
||||
{
|
||||
LogDataError(typeof(SplineDungeonConnectorDunGen));
|
||||
return Dungeon.Empty;
|
||||
}
|
||||
|
||||
var nodes = new List<Vector2i>();
|
||||
|
||||
foreach (var dungeon in dungeons)
|
||||
@@ -57,7 +46,8 @@ public sealed partial class DungeonJob
|
||||
var tiles = new List<(Vector2i Index, Tile Tile)>();
|
||||
var pathfinding = _entManager.System<PathfindingSystem>();
|
||||
var allTiles = new HashSet<Vector2i>();
|
||||
var fallbackTile = new Tile(_prototype.Index(fallback).TileId);
|
||||
var pathTile = new Tile(_prototype.Index(gen.Tile).TileId);
|
||||
var widen = _prototype.Index(gen.WidenTile ?? gen.Tile);
|
||||
|
||||
foreach (var pair in tree)
|
||||
{
|
||||
@@ -112,7 +102,7 @@ public sealed partial class DungeonJob
|
||||
|
||||
if (random.Prob(0.9f))
|
||||
{
|
||||
tile = new Tile(_prototype.Index(widen).TileId);
|
||||
tile = new Tile(widen.TileId);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -132,7 +122,7 @@ public sealed partial class DungeonJob
|
||||
continue;
|
||||
|
||||
allTiles.Add(node);
|
||||
tiles.Add((node, fallbackTile));
|
||||
tiles.Add((node, pathTile));
|
||||
}
|
||||
|
||||
_maps.SetTiles(_gridUid, _grid, tiles);
|
||||
@@ -1,4 +1,5 @@
|
||||
using System.Threading.Tasks;
|
||||
using Content.Shared.Maps;
|
||||
using Content.Shared.Procedural;
|
||||
using Content.Shared.Procedural.PostGeneration;
|
||||
using Content.Shared.Storage;
|
||||
@@ -11,25 +12,13 @@ public sealed partial class DungeonJob
|
||||
/// <summary>
|
||||
/// <see cref="WallMountDunGen"/>
|
||||
/// </summary>
|
||||
private async Task PostGen(WallMountDunGen gen, DungeonData data, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
|
||||
private async Task PostGen(WallMountDunGen gen, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
|
||||
{
|
||||
if (!data.Tiles.TryGetValue(DungeonDataKey.FallbackTile, out var tileProto))
|
||||
{
|
||||
_sawmill.Error($"Tried to run {nameof(WallMountDunGen)} without any dungeon data set which is unsupported");
|
||||
return;
|
||||
}
|
||||
|
||||
var tileDef = _prototype.Index(tileProto);
|
||||
if (!data.SpawnGroups.TryGetValue(DungeonDataKey.WallMounts, out var spawnProto))
|
||||
{
|
||||
// caves can have no walls
|
||||
return;
|
||||
}
|
||||
|
||||
var checkedTiles = new HashSet<Vector2i>();
|
||||
var allExterior = new HashSet<Vector2i>(dungeon.CorridorExteriorTiles);
|
||||
allExterior.UnionWith(dungeon.RoomExteriorTiles);
|
||||
var count = 0;
|
||||
var tileDef = (ContentTileDefinition) _tileDefManager[gen.Tile];
|
||||
var contents = _prototype.Index(gen.Contents);
|
||||
|
||||
foreach (var neighbor in allExterior)
|
||||
{
|
||||
@@ -40,21 +29,18 @@ public sealed partial class DungeonJob
|
||||
if (!random.Prob(gen.Prob) || !checkedTiles.Add(neighbor))
|
||||
continue;
|
||||
|
||||
if (reservedTiles.Contains(neighbor))
|
||||
continue;
|
||||
|
||||
_maps.SetTile(_gridUid, _grid, neighbor, _tile.GetVariantTile(tileDef, random));
|
||||
var gridPos = _maps.GridTileToLocal(_gridUid, _grid, neighbor);
|
||||
var protoNames = EntitySpawnCollection.GetSpawns(_prototype.Index(spawnProto).Entries, random);
|
||||
var protoNames = _entTable.GetSpawns(contents, random);
|
||||
|
||||
_entManager.SpawnEntities(gridPos, protoNames);
|
||||
count += protoNames.Count;
|
||||
_entManager.SpawnEntitiesAttachedTo(gridPos, protoNames);
|
||||
|
||||
if (count > 20)
|
||||
{
|
||||
count -= 20;
|
||||
await SuspendDungeon();
|
||||
|
||||
if (!ValidateResume())
|
||||
return;
|
||||
}
|
||||
await SuspendDungeon();
|
||||
if (!ValidateResume())
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,6 @@
|
||||
using System.Linq;
|
||||
using System.Threading.Tasks;
|
||||
using Content.Shared.Maps;
|
||||
using Content.Shared.Procedural;
|
||||
using Content.Shared.Procedural.PostGeneration;
|
||||
using Robust.Shared.Collections;
|
||||
@@ -14,19 +15,14 @@ public sealed partial class DungeonJob
|
||||
/// <summary>
|
||||
/// <see cref="WormCorridorDunGen"/>
|
||||
/// </summary>
|
||||
private async Task PostGen(WormCorridorDunGen gen, DungeonData data, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
|
||||
private async Task PostGen(WormCorridorDunGen gen, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
|
||||
{
|
||||
if (!data.Tiles.TryGetValue(DungeonDataKey.FallbackTile, out var tileProto) || !_prototype.TryIndex(tileProto, out var tileDef))
|
||||
{
|
||||
_sawmill.Error($"Tried to run {nameof(WormCorridorDunGen)} without any dungeon data set which is unsupported");
|
||||
return;
|
||||
}
|
||||
|
||||
var networks = new List<(Vector2i Start, HashSet<Vector2i> Network)>();
|
||||
|
||||
// List of places to start from.
|
||||
var worm = new ValueList<Vector2i>();
|
||||
var startAngles = new Dictionary<Vector2i, Angle>();
|
||||
var tileDef = (ContentTileDefinition) _tileDefManager[gen.Tile];
|
||||
|
||||
foreach (var room in dungeon.Rooms)
|
||||
{
|
||||
@@ -1,3 +1,4 @@
|
||||
using System.Linq;
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
using Content.Server.Decals;
|
||||
@@ -6,6 +7,7 @@ using Content.Server.NPC.HTN;
|
||||
using Content.Server.NPC.Systems;
|
||||
using Content.Server.Shuttles.Systems;
|
||||
using Content.Shared.Construction.EntitySystems;
|
||||
using Content.Shared.EntityTable;
|
||||
using Content.Shared.Maps;
|
||||
using Content.Shared.Procedural;
|
||||
using Content.Shared.Procedural.DungeonGenerators;
|
||||
@@ -37,6 +39,7 @@ public sealed partial class DungeonJob : Job<List<Dungeon>>
|
||||
private readonly DecalSystem _decals;
|
||||
private readonly DungeonSystem _dungeon;
|
||||
private readonly EntityLookupSystem _lookup;
|
||||
private readonly EntityTableSystem _entTable;
|
||||
private readonly TagSystem _tags;
|
||||
private readonly TileSystem _tile;
|
||||
private readonly SharedMapSystem _maps;
|
||||
@@ -88,6 +91,7 @@ public sealed partial class DungeonJob : Job<List<Dungeon>>
|
||||
_tile = tile;
|
||||
_tags = _entManager.System<TagSystem>();
|
||||
_maps = _entManager.System<SharedMapSystem>();
|
||||
_entTable = _entManager.System<EntityTableSystem>();
|
||||
_transform = transform;
|
||||
|
||||
_physicsQuery = _entManager.GetEntityQuery<PhysicsComponent>();
|
||||
@@ -108,13 +112,20 @@ public sealed partial class DungeonJob : Job<List<Dungeon>>
|
||||
private async Task<List<Dungeon>> GetDungeons(
|
||||
Vector2i position,
|
||||
DungeonConfig config,
|
||||
DungeonData data,
|
||||
List<IDunGenLayer> layers,
|
||||
HashSet<Vector2i> reservedTiles,
|
||||
int seed,
|
||||
Random random)
|
||||
Random random,
|
||||
List<Dungeon>? existing = null)
|
||||
{
|
||||
var dungeons = new List<Dungeon>();
|
||||
|
||||
// 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.
|
||||
if (existing != null)
|
||||
{
|
||||
dungeons.AddRange(existing);
|
||||
}
|
||||
|
||||
var count = random.Next(config.MinCount, config.MaxCount + 1);
|
||||
|
||||
for (var i = 0; i < count; i++)
|
||||
@@ -123,10 +134,25 @@ public sealed partial class DungeonJob : Job<List<Dungeon>>
|
||||
|
||||
foreach (var layer in layers)
|
||||
{
|
||||
await RunLayer(dungeons, data, position, layer, reservedTiles, seed, random);
|
||||
await RunLayer(dungeons, position, layer, reservedTiles, seed, random);
|
||||
|
||||
if (config.ReserveTiles)
|
||||
{
|
||||
// Remove any dungeons passed in so we don't interfere with them
|
||||
// This is kinda goofy but okay for now.
|
||||
if (existing != null)
|
||||
{
|
||||
for (var j = 0; j < dungeons.Count; j++)
|
||||
{
|
||||
var dung = dungeons[j];
|
||||
|
||||
if (existing.Contains(dung))
|
||||
{
|
||||
dungeons.RemoveSwap(j);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var dungeon in dungeons)
|
||||
{
|
||||
reservedTiles.UnionWith(dungeon.AllTiles);
|
||||
@@ -152,7 +178,7 @@ public sealed partial class DungeonJob : Job<List<Dungeon>>
|
||||
// Tiles we can no longer generate on due to being reserved elsewhere.
|
||||
var reservedTiles = new HashSet<Vector2i>();
|
||||
|
||||
var dungeons = await GetDungeons(position, _gen, _gen.Data, _gen.Layers, reservedTiles, _seed, random);
|
||||
var dungeons = await GetDungeons(position, _gen, _gen.Layers, reservedTiles, _seed, random);
|
||||
// To make it slightly more deterministic treat this RNG as separate ig.
|
||||
|
||||
// Post-processing after finishing loading.
|
||||
@@ -181,7 +207,6 @@ public sealed partial class DungeonJob : Job<List<Dungeon>>
|
||||
|
||||
private async Task RunLayer(
|
||||
List<Dungeon> dungeons,
|
||||
DungeonData data,
|
||||
Vector2i position,
|
||||
IDunGenLayer layer,
|
||||
HashSet<Vector2i> reservedTiles,
|
||||
@@ -200,52 +225,52 @@ public sealed partial class DungeonJob : Job<List<Dungeon>>
|
||||
switch (layer)
|
||||
{
|
||||
case AutoCablingDunGen cabling:
|
||||
await PostGen(cabling, data, dungeons[^1], reservedTiles, random);
|
||||
await PostGen(cabling, dungeons[^1], reservedTiles, random);
|
||||
break;
|
||||
case BiomeMarkerLayerDunGen markerPost:
|
||||
await PostGen(markerPost, data, dungeons[^1], reservedTiles, random);
|
||||
await PostGen(markerPost, dungeons[^1], reservedTiles, random);
|
||||
break;
|
||||
case BiomeDunGen biome:
|
||||
await PostGen(biome, data, dungeons[^1], reservedTiles, random);
|
||||
await PostGen(biome, dungeons[^1], reservedTiles, random);
|
||||
break;
|
||||
case BoundaryWallDunGen boundary:
|
||||
await PostGen(boundary, data, dungeons[^1], reservedTiles, random);
|
||||
await PostGen(boundary, dungeons[^1], reservedTiles, random);
|
||||
break;
|
||||
case CornerClutterDunGen clutter:
|
||||
await PostGen(clutter, data, dungeons[^1], reservedTiles, random);
|
||||
await PostGen(clutter, dungeons[^1], reservedTiles, random);
|
||||
break;
|
||||
case CorridorClutterDunGen corClutter:
|
||||
await PostGen(corClutter, data, dungeons[^1], reservedTiles, random);
|
||||
await PostGen(corClutter, dungeons[^1], reservedTiles, random);
|
||||
break;
|
||||
case CorridorDunGen cordor:
|
||||
await PostGen(cordor, data, dungeons[^1], reservedTiles, random);
|
||||
await PostGen(cordor, dungeons[^1], reservedTiles, random);
|
||||
break;
|
||||
case CorridorDecalSkirtingDunGen decks:
|
||||
await PostGen(decks, data, dungeons[^1], reservedTiles, random);
|
||||
await PostGen(decks, dungeons[^1], reservedTiles, random);
|
||||
break;
|
||||
case EntranceFlankDunGen flank:
|
||||
await PostGen(flank, data, dungeons[^1], reservedTiles, random);
|
||||
await PostGen(flank, dungeons[^1], reservedTiles, random);
|
||||
break;
|
||||
case ExteriorDunGen exterior:
|
||||
dungeons.AddRange(await GenerateExteriorDungen(position, exterior, reservedTiles, random));
|
||||
break;
|
||||
case FillGridDunGen fill:
|
||||
dungeons.Add(await GenerateFillDunGen(fill, data, reservedTiles));
|
||||
await GenerateFillDunGen(fill, dungeons, reservedTiles);
|
||||
break;
|
||||
case JunctionDunGen junc:
|
||||
await PostGen(junc, data, dungeons[^1], reservedTiles, random);
|
||||
await PostGen(junc, dungeons[^1], reservedTiles, random);
|
||||
break;
|
||||
case MiddleConnectionDunGen dordor:
|
||||
await PostGen(dordor, data, dungeons[^1], reservedTiles, random);
|
||||
await PostGen(dordor, dungeons[^1], reservedTiles, random);
|
||||
break;
|
||||
case DungeonEntranceDunGen entrance:
|
||||
await PostGen(entrance, data, dungeons[^1], reservedTiles, random);
|
||||
await PostGen(entrance, dungeons[^1], reservedTiles, random);
|
||||
break;
|
||||
case ExternalWindowDunGen externalWindow:
|
||||
await PostGen(externalWindow, data, dungeons[^1], reservedTiles, random);
|
||||
await PostGen(externalWindow, dungeons[^1], reservedTiles, random);
|
||||
break;
|
||||
case InternalWindowDunGen internalWindow:
|
||||
await PostGen(internalWindow, data, dungeons[^1], reservedTiles, random);
|
||||
await PostGen(internalWindow, dungeons[^1], reservedTiles, random);
|
||||
break;
|
||||
case MobsDunGen mob:
|
||||
await PostGen(mob, dungeons[^1], random);
|
||||
@@ -263,31 +288,40 @@ public sealed partial class DungeonJob : Job<List<Dungeon>>
|
||||
await PostGen(ore, dungeons[^1], random);
|
||||
break;
|
||||
case PrefabDunGen prefab:
|
||||
dungeons.Add(await GeneratePrefabDunGen(position, data, prefab, reservedTiles, random));
|
||||
dungeons.Add(await GeneratePrefabDunGen(position, prefab, reservedTiles, random));
|
||||
break;
|
||||
case PrototypeDunGen prototypo:
|
||||
var groupConfig = _prototype.Index(prototypo.Proto);
|
||||
position = (position + random.NextPolarVector2(groupConfig.MinOffset, groupConfig.MaxOffset)).Floored();
|
||||
|
||||
var dataCopy = groupConfig.Data.Clone();
|
||||
dataCopy.Apply(data);
|
||||
switch (prototypo.InheritDungeons)
|
||||
{
|
||||
case DungeonInheritance.All:
|
||||
dungeons.AddRange(await GetDungeons(position, groupConfig, groupConfig.Layers, reservedTiles, seed, random, existing: dungeons));
|
||||
break;
|
||||
case DungeonInheritance.Last:
|
||||
dungeons.AddRange(await GetDungeons(position, groupConfig, groupConfig.Layers, reservedTiles, seed, random, existing: dungeons.GetRange(dungeons.Count - 1, 1)));
|
||||
break;
|
||||
case DungeonInheritance.None:
|
||||
dungeons.AddRange(await GetDungeons(position, groupConfig, groupConfig.Layers, reservedTiles, seed, random));
|
||||
break;
|
||||
}
|
||||
|
||||
dungeons.AddRange(await GetDungeons(position, groupConfig, dataCopy, groupConfig.Layers, reservedTiles, seed, random));
|
||||
break;
|
||||
case ReplaceTileDunGen replace:
|
||||
dungeons.Add(await GenerateTileReplacementDunGen(replace, data, reservedTiles, random));
|
||||
await GenerateTileReplacementDunGen(replace, dungeons, reservedTiles, random);
|
||||
break;
|
||||
case RoomEntranceDunGen rEntrance:
|
||||
await PostGen(rEntrance, data, dungeons[^1], reservedTiles, random);
|
||||
await PostGen(rEntrance, dungeons[^1], reservedTiles, random);
|
||||
break;
|
||||
case SplineDungeonConnectorDunGen spline:
|
||||
dungeons.Add(await PostGen(spline, data, dungeons, reservedTiles, random));
|
||||
dungeons.Add(await PostGen(spline, dungeons, reservedTiles, random));
|
||||
break;
|
||||
case WallMountDunGen wall:
|
||||
await PostGen(wall, data, dungeons[^1], reservedTiles, random);
|
||||
await PostGen(wall, dungeons[^1], reservedTiles, random);
|
||||
break;
|
||||
case WormCorridorDunGen worm:
|
||||
await PostGen(worm, data, dungeons[^1], reservedTiles, random);
|
||||
await PostGen(worm, dungeons[^1], reservedTiles, random);
|
||||
break;
|
||||
default:
|
||||
throw new NotImplementedException();
|
||||
|
||||
Reference in New Issue
Block a user