DungeonJob.PostGenAutoCabling.cs 4.9 KB

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  1. using System.Linq;
  2. using System.Threading.Tasks;
  3. using Content.Server.NodeContainer;
  4. using Content.Shared.Procedural;
  5. using Content.Shared.Procedural.PostGeneration;
  6. using Robust.Shared.Random;
  7. namespace Content.Server.Procedural.DungeonJob;
  8. public sealed partial class DungeonJob
  9. {
  10. /// <summary>
  11. /// <see cref="AutoCablingDunGen"/>
  12. /// </summary>
  13. private async Task PostGen(AutoCablingDunGen gen, DungeonData data, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
  14. {
  15. if (!data.Entities.TryGetValue(DungeonDataKey.Cabling, out var ent))
  16. {
  17. LogDataError(typeof(AutoCablingDunGen));
  18. return;
  19. }
  20. // There's a lot of ways you could do this.
  21. // For now we'll just connect every LV cable in the dungeon.
  22. var cableTiles = new HashSet<Vector2i>();
  23. var allTiles = new HashSet<Vector2i>(dungeon.CorridorTiles);
  24. allTiles.UnionWith(dungeon.RoomTiles);
  25. allTiles.UnionWith(dungeon.RoomExteriorTiles);
  26. allTiles.UnionWith(dungeon.CorridorExteriorTiles);
  27. var nodeQuery = _entManager.GetEntityQuery<NodeContainerComponent>();
  28. // Gather existing nodes
  29. foreach (var tile in allTiles)
  30. {
  31. var anchored = _maps.GetAnchoredEntitiesEnumerator(_gridUid, _grid, tile);
  32. while (anchored.MoveNext(out var anc))
  33. {
  34. if (!nodeQuery.TryGetComponent(anc, out var nodeContainer) ||
  35. !nodeContainer.Nodes.ContainsKey("power"))
  36. {
  37. continue;
  38. }
  39. cableTiles.Add(tile);
  40. break;
  41. }
  42. }
  43. // Iterating them all might be expensive.
  44. await SuspendDungeon();
  45. if (!ValidateResume())
  46. return;
  47. var startNodes = new List<Vector2i>(cableTiles);
  48. random.Shuffle(startNodes);
  49. var start = startNodes[0];
  50. var remaining = new HashSet<Vector2i>(startNodes);
  51. var frontier = new PriorityQueue<Vector2i, float>();
  52. frontier.Enqueue(start, 0f);
  53. var cameFrom = new Dictionary<Vector2i, Vector2i>();
  54. var costSoFar = new Dictionary<Vector2i, float>();
  55. var lastDirection = new Dictionary<Vector2i, Direction>();
  56. costSoFar[start] = 0f;
  57. lastDirection[start] = Direction.Invalid;
  58. while (remaining.Count > 0)
  59. {
  60. if (frontier.Count == 0)
  61. {
  62. var newStart = remaining.First();
  63. frontier.Enqueue(newStart, 0f);
  64. lastDirection[newStart] = Direction.Invalid;
  65. }
  66. var node = frontier.Dequeue();
  67. if (remaining.Remove(node))
  68. {
  69. var weh = node;
  70. while (cameFrom.TryGetValue(weh, out var receiver))
  71. {
  72. cableTiles.Add(weh);
  73. weh = receiver;
  74. if (weh == start)
  75. break;
  76. }
  77. }
  78. if (!_maps.TryGetTileRef(_gridUid, _grid, node, out var tileRef) || tileRef.Tile.IsEmpty)
  79. {
  80. continue;
  81. }
  82. for (var i = 0; i < 4; i++)
  83. {
  84. var dir = (Direction) (i * 2);
  85. var neighbor = node + dir.ToIntVec();
  86. var tileCost = 1f;
  87. // Prefer straight lines.
  88. if (lastDirection[node] != dir)
  89. {
  90. tileCost *= 1.1f;
  91. }
  92. if (cableTiles.Contains(neighbor))
  93. {
  94. tileCost *= 0.1f;
  95. }
  96. // Prefer tiles without walls on them
  97. if (HasWall(neighbor))
  98. {
  99. tileCost *= 20f;
  100. }
  101. var gScore = costSoFar[node] + tileCost;
  102. if (costSoFar.TryGetValue(neighbor, out var nextValue) && gScore >= nextValue)
  103. {
  104. continue;
  105. }
  106. cameFrom[neighbor] = node;
  107. costSoFar[neighbor] = gScore;
  108. lastDirection[neighbor] = dir;
  109. frontier.Enqueue(neighbor, gScore);
  110. }
  111. }
  112. foreach (var tile in cableTiles)
  113. {
  114. if (reservedTiles.Contains(tile))
  115. continue;
  116. var anchored = _maps.GetAnchoredEntitiesEnumerator(_gridUid, _grid, tile);
  117. var found = false;
  118. while (anchored.MoveNext(out var anc))
  119. {
  120. if (!nodeQuery.TryGetComponent(anc, out var nodeContainer) ||
  121. !nodeContainer.Nodes.ContainsKey("power"))
  122. {
  123. continue;
  124. }
  125. found = true;
  126. break;
  127. }
  128. if (found)
  129. continue;
  130. _entManager.SpawnEntity(ent, _maps.GridTileToLocal(_gridUid, _grid, tile));
  131. }
  132. }
  133. }