6
2025-08-13 15:03:01 +03:00

159 lines
5.6 KiB
C#

using System.Threading.Tasks;
using Content.Shared.Maps; // Upstream#33105
using Content.Shared.Procedural;
using Content.Shared.Procedural.Components;
using Content.Shared.Procedural.DungeonLayers;
using Robust.Shared.Collections;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server.Procedural.DungeonJob;
public sealed partial class DungeonJob
{
/// <summary>
/// <see cref="OreDunGen"/>
/// </summary>
private async Task PostGen(
OreDunGen gen,
Dungeon dungeon,
Random random)
{
// Doesn't use dungeon data because layers and we don't need top-down support at the moment.
// Upstream#33105 - maskable room generation (Thank you, TheShuEd!)
var emptyTiles = false;
var replaceEntities = new Dictionary<Vector2i, EntityUid>();
var availableTiles = new List<Vector2i>();
var tiles = _maps.GetAllTilesEnumerator(_gridUid, _grid);
while (tiles.MoveNext(out var tileRef))
{
var tile = tileRef.Value.GridIndices;
//Tile mask filtering
if (gen.TileMask is not null)
{
if (!gen.TileMask.Contains(((ContentTileDefinition) _tileDefManager[tileRef.Value.Tile.TypeId]).ID))
continue;
}
//Entity mask filtering
if (gen.EntityMask is not null)
{
var found = false;
var enumerator2 = _maps.GetAnchoredEntitiesEnumerator(_gridUid, _grid, tile);
while (enumerator2.MoveNext(out var uid))
{
var prototype = _entManager.GetComponent<MetaDataComponent>(uid.Value).EntityPrototype;
if (prototype?.ID is null)
continue;
if (!gen.EntityMask.Contains(prototype.ID))
continue;
replaceEntities[tile] = uid.Value;
found = true;
}
if (!found)
continue;
}
else
{
//If entity mask null - we ignore the tiles that have anything on them.
if (!_anchorable.TileFree(_grid, tile, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
continue;
}
// Add it to valid nodes.
availableTiles.Add(tile);
await SuspendDungeon();
if (!ValidateResume())
return;
}
// End Upstream#33105 - maskable room generation (Thank you, TheShuEd!)
var remapping = new Dictionary<EntProtoId, EntProtoId>();
// TODO: Move this to engine
if (_prototype.TryIndex(gen.Entity, out var proto) &&
proto.Components.TryGetComponent("EntityRemap", out var comps))
{
var remappingComp = (EntityRemapComponent) comps;
remapping = remappingComp.Mask;
}
var frontier = new ValueList<Vector2i>(32);
// Iterate the group counts and pathfind out each group.
for (var i = 0; i < gen.Count; i++)
{
await SuspendDungeon();
if (!ValidateResume())
return;
var groupSize = random.Next(gen.MinGroupSize, gen.MaxGroupSize + 1);
// While we have remaining tiles keep iterating
while (groupSize > 0 && availableTiles.Count > 0)
{
var startNode = random.PickAndTake(availableTiles);
frontier.Clear();
frontier.Add(startNode);
// This essentially may lead to a vein being split in multiple areas but the count matters more than position.
while (frontier.Count > 0 && groupSize > 0)
{
// Need to pick a random index so we don't just get straight lines of ores.
var frontierIndex = random.Next(frontier.Count);
var node = frontier[frontierIndex];
frontier.RemoveSwap(frontierIndex);
availableTiles.Remove(node);
// Add neighbors if they're valid, worst case we add no more and pick another random seed tile.
for (var x = -1; x <= 1; x++)
{
for (var y = -1; y <= 1; y++)
{
var neighbor = new Vector2i(node.X + x, node.Y + y);
if (frontier.Contains(neighbor) || !availableTiles.Contains(neighbor))
continue;
frontier.Add(neighbor);
}
}
var prototype = gen.Entity;
if (replaceEntities.TryGetValue(node, out var existingEnt))
{
var existingProto = _entManager.GetComponent<MetaDataComponent>(existingEnt).EntityPrototype;
_entManager.DeleteEntity(existingEnt);
if (existingProto != null && remapping.TryGetValue(existingProto.ID, out var remapped))
{
prototype = remapped;
}
}
// Tile valid salad so add it.
_entManager.SpawnAtPosition(prototype, _maps.GridTileToLocal(_gridUid, _grid, node));
groupSize--;
}
}
if (groupSize > 0)
{
_sawmill.Warning($"Found remaining group size for ore veins of {gen.Entity.Id ?? "null"}!"); // Upstream#33105 - Replacement<Entity.Id
}
}
}
}