SimpleFloorPlanPopulatorSystem.cs 1.7 KB

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  1. using Content.Server.Worldgen.Components.Debris;
  2. using Content.Shared.Maps;
  3. using Robust.Shared.Map;
  4. using Robust.Shared.Map.Components;
  5. using Robust.Shared.Random;
  6. namespace Content.Server.Worldgen.Systems.Debris;
  7. /// <summary>
  8. /// This handles populating simple structures, simply using a loot table for each tile.
  9. /// </summary>
  10. public sealed class SimpleFloorPlanPopulatorSystem : BaseWorldSystem
  11. {
  12. [Dependency] private readonly IRobustRandom _random = default!;
  13. [Dependency] private readonly ITileDefinitionManager _tileDefinition = default!;
  14. [Dependency] private readonly SharedMapSystem _map = default!;
  15. /// <inheritdoc />
  16. public override void Initialize()
  17. {
  18. SubscribeLocalEvent<SimpleFloorPlanPopulatorComponent, LocalStructureLoadedEvent>(OnFloorPlanBuilt);
  19. }
  20. private void OnFloorPlanBuilt(EntityUid uid, SimpleFloorPlanPopulatorComponent component,
  21. LocalStructureLoadedEvent args)
  22. {
  23. var placeables = new List<string?>(4);
  24. var grid = Comp<MapGridComponent>(uid);
  25. var enumerator = _map.GetAllTilesEnumerator(uid, grid);
  26. while (enumerator.MoveNext(out var tile))
  27. {
  28. var coords = grid.GridTileToLocal(tile.Value.GridIndices);
  29. var selector = tile.Value.Tile.GetContentTileDefinition(_tileDefinition).ID;
  30. if (!component.Caches.TryGetValue(selector, out var cache))
  31. continue;
  32. placeables.Clear();
  33. cache.GetSpawns(_random, ref placeables);
  34. foreach (var proto in placeables)
  35. {
  36. if (proto is null)
  37. continue;
  38. Spawn(proto, coords);
  39. }
  40. }
  41. }
  42. }