Dynamic space world generation and debris. (#15120)
* World generation (squash) * Test fixes. * command * o * Access cleanup. * Documentation touchups. * Use a prototype serializer for BiomeSelectionComponent * Struct enumerator in SimpleFloorPlanPopulatorSystem * Safety margins around PoissonDiskSampler, cookie acquisition methodologies * Struct enumerating PoissonDiskSampler; internal side * Struct enumerating PoissonDiskSampler: Finish it * Update WorldgenConfigSystem.cs awa --------- Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: 20kdc <asdd2808@gmail.com>
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using Content.Server.Worldgen.Components.Debris;
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using Content.Shared.Maps;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Random;
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namespace Content.Server.Worldgen.Systems.Debris;
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/// <summary>
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/// This handles populating simple structures, simply using a loot table for each tile.
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/// </summary>
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public sealed class SimpleFloorPlanPopulatorSystem : BaseWorldSystem
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly ITileDefinitionManager _tileDefinition = default!;
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/// <inheritdoc />
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public override void Initialize()
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{
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SubscribeLocalEvent<SimpleFloorPlanPopulatorComponent, LocalStructureLoadedEvent>(OnFloorPlanBuilt);
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}
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private void OnFloorPlanBuilt(EntityUid uid, SimpleFloorPlanPopulatorComponent component,
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LocalStructureLoadedEvent args)
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{
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var placeables = new List<string?>(4);
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var grid = Comp<MapGridComponent>(uid);
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var enumerator = grid.GetAllTilesEnumerator();
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while (enumerator.MoveNext(out var tile))
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{
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var coords = grid.GridTileToLocal(tile.Value.GridIndices);
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var selector = tile.Value.Tile.GetContentTileDefinition(_tileDefinition).ID;
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if (!component.Caches.TryGetValue(selector, out var cache))
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continue;
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placeables.Clear();
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cache.GetSpawns(_random, ref placeables);
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foreach (var proto in placeables)
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{
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if (proto is null)
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continue;
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Spawn(proto, coords);
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}
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}
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}
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}
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