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:
metalgearsloth
2025-05-18 03:10:30 +10:00
committed by GitHub
parent d72939ba4b
commit 4afccdd5db
57 changed files with 759 additions and 696 deletions

View File

@@ -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));
}
}
}

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@@ -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))

View File

@@ -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))

View File

@@ -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

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@@ -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;

View File

@@ -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)
{

View File

@@ -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())

View File

@@ -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);
}
}
}

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@@ -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;
}
}

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@@ -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;
}

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@@ -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>()),
});
}
}

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@@ -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);
}

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@@ -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));
}
}
}

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@@ -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;
}

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@@ -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())

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@@ -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;
}
}
}
}

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@@ -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";

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@@ -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)

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@@ -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;

View File

@@ -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)

View File

@@ -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));

View File

@@ -1,6 +0,0 @@
namespace Content.Server.Procedural.DungeonJob;
public sealed partial class DungeonJob
{
}

View File

@@ -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;
}
}
}

View File

@@ -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);

View File

@@ -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;
}
}
}

View File

@@ -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)
{

View File

@@ -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();