dungenore wawa
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@@ -213,6 +213,11 @@ public sealed partial class DungeonJob : Job<List<Dungeon>>
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switch (layer)
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{
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//CP14 zone
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case CP14OreDunGen cp14OreDunGen:
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await PostGen(cp14OreDunGen, dungeons, reservedTiles, random);
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break;
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//CP14 zone end
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case AutoCablingDunGen cabling:
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await PostGen(cabling, dungeons[^1], reservedTiles, random);
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break;
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159
Content.Server/_CP14/Procedural/DungeonJob/DungeonJob.CP14Ore.cs
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159
Content.Server/_CP14/Procedural/DungeonJob/DungeonJob.CP14Ore.cs
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@@ -0,0 +1,159 @@
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using System.Threading.Tasks;
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using Content.Shared.Maps;
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using Content.Shared.Procedural;
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using Content.Shared.Procedural.Components;
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using Content.Shared.Procedural.DungeonLayers;
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using Robust.Shared.Collections;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Server.Procedural.DungeonJob;
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public sealed partial class DungeonJob
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{
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/// <summary>
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/// <see cref="OreDunGen"/>
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/// </summary>
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private async Task PostGen(
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CP14OreDunGen gen,
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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 replaceEntities = new Dictionary<Vector2i, EntityUid>();
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var availableTiles = new List<Vector2i>();
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var tiles = _maps.GetAllTilesEnumerator(_gridUid, _grid);
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// WARNING:
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// This DunGen handles not only the tiles of the passed dungeon, but ALL the tiles of the current grid
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// So don't run it anywhere
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while (tiles.MoveNext(out var tileRef))
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{
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var tile = tileRef.Value.GridIndices;
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//Tile mask filtering
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if (gen.TileMask is not null)
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{
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if (!gen.TileMask.Contains(((ContentTileDefinition) _tileDefManager[tileRef.Value.Tile.TypeId]).ID))
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continue;
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}
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//Entity mask filtering
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if (gen.EntityMask is not null)
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{
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var found = false;
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var enumerator2 = _maps.GetAnchoredEntitiesEnumerator(_gridUid, _grid, tile);
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while (enumerator2.MoveNext(out var uid))
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{
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var prototype = _entManager.GetComponent<MetaDataComponent>(uid.Value).EntityPrototype;
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if (prototype?.ID is null)
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continue;
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if (!gen.EntityMask.Contains(prototype.ID))
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continue;
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replaceEntities[tile] = uid.Value;
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found = true;
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}
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if (!found)
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continue;
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}
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else
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{
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//If entity mask null - we ignore the tiles that have anything on them.
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if (!_anchorable.TileFree(_grid, tile, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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continue;
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}
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// Add it to valid nodes.
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availableTiles.Add(tile);
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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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{
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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.Entity.Id ?? "null"}!");
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}
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}
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}
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}
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