using System.Numerics;
using Content.Server.Worldgen.Components;
using Content.Server.Worldgen.Prototypes;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server.Worldgen.Systems;
///
/// This handles the noise index.
///
public sealed class NoiseIndexSystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _prototype = default!;
[Dependency] private readonly IRobustRandom _random = default!;
///
/// Gets a particular noise channel from the index on the given entity.
///
/// The holder of the index
/// The channel prototype ID
/// An initialized noise generator
public NoiseGenerator Get(EntityUid holder, string protoId)
{
var idx = EnsureComp(holder);
if (idx.Generators.TryGetValue(protoId, out var generator))
return generator;
var proto = _prototype.Index(protoId);
var gen = new NoiseGenerator(proto, _random.Next());
idx.Generators[protoId] = gen;
return gen;
}
///
/// Attempts to evaluate the given noise channel using the generator on the given entity.
///
/// The holder of the index
/// The channel prototype ID
/// The coordinates to evaluate at
/// The result of evaluation
public float Evaluate(EntityUid holder, string protoId, Vector2 coords)
{
var gen = Get(holder, protoId);
return gen.Evaluate(coords);
}
}