Biome rework (#37735)
* DungeonData rework Back to fields, serializes better, just make new layers dumby. * wawawewa * Fix this * Fixes * Port the work over * wawawewa * zoom * Kinda workin * Adjust wawa * Unloading work * Ore + entitytable fixes Iterate every dungeon not just last. * Big shot * wawawewa * Fixes * true * Fixes # Conflicts: # Content.Server/Procedural/DungeonJob/DungeonJob.cs * wawawewa * Fixes * Fix * Lot of work * wawawewa * Fixing * eh? * a * Fix a heap of stuff * Better ignored check * Reserve tile changes * biome * changes * wawawewa * Fixes & snow * Shadow fixes * wawawewa * smol * Add layer API * More work * wawawewa * Preloads and running again * wawawewa * Modified * Replacements and command * Runtime support * werk * Fix expeds + dungeon alltiles * reh --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
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@@ -6,6 +6,7 @@ using Content.Server.DeviceNetwork.Systems;
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using Content.Server.GameTicking;
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using Content.Server.GameTicking.Events;
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using Content.Server.Parallax;
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using Content.Server.Procedural;
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using Content.Server.Screens.Components;
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using Content.Server.Shuttles.Components;
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using Content.Server.Shuttles.Events;
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@@ -22,7 +23,6 @@ using Content.Shared.DeviceNetwork.Components;
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using Content.Shared.GameTicking;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Movement.Components;
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using Content.Shared.Parallax.Biomes;
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using Content.Shared.Salvage;
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using Content.Shared.Shuttles.Components;
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using Content.Shared.Tiles;
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@@ -82,11 +82,11 @@ public sealed class ArrivalsSystem : EntitySystem
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/// </summary>
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private const float RoundStartFTLDuration = 10f;
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private readonly List<ProtoId<BiomeTemplatePrototype>> _arrivalsBiomeOptions = new()
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private readonly List<EntProtoId> _arrivalsBiomeOptions = new()
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{
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"Grasslands",
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"LowDesert",
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"Snow",
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"BiomeGrasslands",
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"BiomeLowDesert",
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"BiomeSnow",
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};
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public override void Initialize()
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