DungeonJob.PostGenCorridor.cs 3.7 KB

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  1. using System.Numerics;
  2. using System.Threading.Tasks;
  3. using Content.Shared.Maps;
  4. using Content.Shared.Procedural;
  5. using Content.Shared.Procedural.PostGeneration;
  6. using Robust.Shared.Map;
  7. namespace Content.Server.Procedural.DungeonJob;
  8. public sealed partial class DungeonJob
  9. {
  10. /// <summary>
  11. /// <see cref="CorridorDunGen"/>
  12. /// </summary>
  13. private async Task PostGen(CorridorDunGen gen, DungeonData data, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
  14. {
  15. if (!data.Tiles.TryGetValue(DungeonDataKey.FallbackTile, out var tileProto))
  16. {
  17. LogDataError(typeof(CorridorDunGen));
  18. return;
  19. }
  20. var entrances = new List<Vector2i>(dungeon.Rooms.Count);
  21. // Grab entrances
  22. foreach (var room in dungeon.Rooms)
  23. {
  24. entrances.AddRange(room.Entrances);
  25. }
  26. var edges = _dungeon.MinimumSpanningTree(entrances, random);
  27. await SuspendDungeon();
  28. if (!ValidateResume())
  29. return;
  30. // TODO: Add in say 1/3 of edges back in to add some cyclic to it.
  31. var expansion = gen.Width - 2;
  32. // Okay so tl;dr is that we don't want to cut close to rooms as it might go from 3 width to 2 width suddenly
  33. // So we will add a buffer range around each room to deter pathfinding there unless necessary
  34. var deterredTiles = new HashSet<Vector2i>();
  35. if (expansion >= 1)
  36. {
  37. foreach (var tile in dungeon.RoomExteriorTiles)
  38. {
  39. for (var x = -expansion; x <= expansion; x++)
  40. {
  41. for (var y = -expansion; y <= expansion; y++)
  42. {
  43. var neighbor = new Vector2(tile.X + x, tile.Y + y).Floored();
  44. if (dungeon.RoomTiles.Contains(neighbor) ||
  45. dungeon.RoomExteriorTiles.Contains(neighbor) ||
  46. entrances.Contains(neighbor))
  47. {
  48. continue;
  49. }
  50. deterredTiles.Add(neighbor);
  51. }
  52. }
  53. }
  54. }
  55. foreach (var room in dungeon.Rooms)
  56. {
  57. foreach (var entrance in room.Entrances)
  58. {
  59. // Just so we can still actually get in to the entrance we won't deter from a tile away from it.
  60. var normal = (entrance + _grid.TileSizeHalfVector - room.Center).ToWorldAngle().GetCardinalDir().ToIntVec();
  61. deterredTiles.Remove(entrance + normal);
  62. }
  63. }
  64. var excludedTiles = new HashSet<Vector2i>(dungeon.RoomExteriorTiles);
  65. excludedTiles.UnionWith(dungeon.RoomTiles);
  66. var corridorTiles = new HashSet<Vector2i>();
  67. _dungeon.GetCorridorNodes(corridorTiles, edges, gen.PathLimit, excludedTiles, tile =>
  68. {
  69. var mod = 1f;
  70. if (corridorTiles.Contains(tile))
  71. {
  72. mod *= 0.1f;
  73. }
  74. if (deterredTiles.Contains(tile))
  75. {
  76. mod *= 2f;
  77. }
  78. return mod;
  79. });
  80. WidenCorridor(dungeon, gen.Width, corridorTiles);
  81. var setTiles = new List<(Vector2i, Tile)>();
  82. var tileDef = (ContentTileDefinition) _tileDefManager[tileProto];
  83. foreach (var tile in corridorTiles)
  84. {
  85. if (reservedTiles.Contains(tile))
  86. continue;
  87. setTiles.Add((tile, _tile.GetVariantTile(tileDef, random)));
  88. }
  89. _maps.SetTiles(_gridUid, _grid, setTiles);
  90. dungeon.CorridorTiles.UnionWith(corridorTiles);
  91. dungeon.RefreshAllTiles();
  92. BuildCorridorExterior(dungeon);
  93. }
  94. }