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- using System.Threading;
- using System.Threading.Tasks;
- using Content.Server.Decals;
- using Content.Server.NPC.Components;
- using Content.Server.NPC.HTN;
- using Content.Server.NPC.Systems;
- using Content.Server.Shuttles.Systems;
- using Content.Shared.Construction.EntitySystems;
- using Content.Shared.Maps;
- using Content.Shared.Procedural;
- using Content.Shared.Procedural.DungeonGenerators;
- using Content.Shared.Procedural.DungeonLayers;
- using Content.Shared.Procedural.PostGeneration;
- using Content.Shared.Tag;
- using JetBrains.Annotations;
- using Robust.Server.Physics;
- using Robust.Shared.CPUJob.JobQueues;
- using Robust.Shared.Map;
- using Robust.Shared.Map.Components;
- using Robust.Shared.Physics.Components;
- using Robust.Shared.Prototypes;
- using Robust.Shared.Random;
- using Robust.Shared.Utility;
- using IDunGenLayer = Content.Shared.Procedural.IDunGenLayer;
- namespace Content.Server.Procedural.DungeonJob;
- public sealed partial class DungeonJob : Job<List<Dungeon>>
- {
- public bool TimeSlice = true;
- private readonly IEntityManager _entManager;
- private readonly IPrototypeManager _prototype;
- private readonly ITileDefinitionManager _tileDefManager;
- private readonly AnchorableSystem _anchorable;
- private readonly DecalSystem _decals;
- private readonly DungeonSystem _dungeon;
- private readonly EntityLookupSystem _lookup;
- private readonly TagSystem _tags;
- private readonly TileSystem _tile;
- private readonly SharedMapSystem _maps;
- private readonly SharedTransformSystem _transform;
- private EntityQuery<PhysicsComponent> _physicsQuery;
- private EntityQuery<TransformComponent> _xformQuery;
- private readonly DungeonConfig _gen;
- private readonly int _seed;
- private readonly Vector2i _position;
- private readonly EntityUid _gridUid;
- private readonly MapGridComponent _grid;
- private readonly EntityCoordinates? _targetCoordinates;
- private readonly ISawmill _sawmill;
- public DungeonJob(
- ISawmill sawmill,
- double maxTime,
- IEntityManager entManager,
- IPrototypeManager prototype,
- ITileDefinitionManager tileDefManager,
- AnchorableSystem anchorable,
- DecalSystem decals,
- DungeonSystem dungeon,
- EntityLookupSystem lookup,
- TileSystem tile,
- SharedTransformSystem transform,
- DungeonConfig gen,
- MapGridComponent grid,
- EntityUid gridUid,
- int seed,
- Vector2i position,
- EntityCoordinates? targetCoordinates = null,
- CancellationToken cancellation = default) : base(maxTime, cancellation)
- {
- _sawmill = sawmill;
- _entManager = entManager;
- _prototype = prototype;
- _tileDefManager = tileDefManager;
- _anchorable = anchorable;
- _decals = decals;
- _dungeon = dungeon;
- _lookup = lookup;
- _tile = tile;
- _tags = _entManager.System<TagSystem>();
- _maps = _entManager.System<SharedMapSystem>();
- _transform = transform;
- _physicsQuery = _entManager.GetEntityQuery<PhysicsComponent>();
- _xformQuery = _entManager.GetEntityQuery<TransformComponent>();
- _gen = gen;
- _grid = grid;
- _gridUid = gridUid;
- _seed = seed;
- _position = position;
- _targetCoordinates = targetCoordinates;
- }
- /// <summary>
- /// Gets the relevant dungeon, running recursively as relevant.
- /// </summary>
- /// <param name="reserve">Should we reserve tiles even if the config doesn't specify.</param>
- private async Task<List<Dungeon>> GetDungeons(
- Vector2i position,
- DungeonConfig config,
- DungeonData data,
- List<IDunGenLayer> layers,
- HashSet<Vector2i> reservedTiles,
- int seed,
- Random random)
- {
- var dungeons = new List<Dungeon>();
- var count = random.Next(config.MinCount, config.MaxCount + 1);
- for (var i = 0; i < count; i++)
- {
- position += random.NextPolarVector2(config.MinOffset, config.MaxOffset).Floored();
- foreach (var layer in layers)
- {
- await RunLayer(dungeons, data, position, layer, reservedTiles, seed, random);
- if (config.ReserveTiles)
- {
- foreach (var dungeon in dungeons)
- {
- reservedTiles.UnionWith(dungeon.AllTiles);
- }
- }
- await SuspendDungeon();
- if (!ValidateResume())
- return new List<Dungeon>();
- }
- }
- return dungeons;
- }
- protected override async Task<List<Dungeon>?> Process()
- {
- _sawmill.Info($"Generating dungeon {_gen} with seed {_seed} on {_entManager.ToPrettyString(_gridUid)}");
- _grid.CanSplit = false;
- var random = new Random(_seed);
- var position = (_position + random.NextPolarVector2(_gen.MinOffset, _gen.MaxOffset)).Floored();
- // Tiles we can no longer generate on due to being reserved elsewhere.
- var reservedTiles = new HashSet<Vector2i>();
- var dungeons = await GetDungeons(position, _gen, _gen.Data, _gen.Layers, reservedTiles, _seed, random);
- // To make it slightly more deterministic treat this RNG as separate ig.
- // Post-processing after finishing loading.
- if (_targetCoordinates != null)
- {
- var oldMap = _xformQuery.Comp(_gridUid).MapUid;
- _entManager.System<ShuttleSystem>().TryFTLProximity(_gridUid, _targetCoordinates.Value);
- _entManager.DeleteEntity(oldMap);
- }
- // Defer splitting so they don't get spammed and so we don't have to worry about tracking the grid along the way.
- _grid.CanSplit = true;
- _entManager.System<GridFixtureSystem>().CheckSplits(_gridUid);
- var npcSystem = _entManager.System<NPCSystem>();
- var npcs = new HashSet<Entity<HTNComponent>>();
- _lookup.GetChildEntities(_gridUid, npcs);
- foreach (var npc in npcs)
- {
- npcSystem.WakeNPC(npc.Owner, npc.Comp);
- }
- return dungeons;
- }
- private async Task RunLayer(
- List<Dungeon> dungeons,
- DungeonData data,
- Vector2i position,
- IDunGenLayer layer,
- HashSet<Vector2i> reservedTiles,
- int seed,
- Random random)
- {
- _sawmill.Debug($"Doing postgen {layer.GetType()} for {_gen} with seed {_seed}");
- // If there's a way to just call the methods directly for the love of god tell me.
- // Some of these don't care about reservedtiles because they only operate on dungeon tiles (which should
- // never be reserved)
- // Some may or may not return dungeons.
- // It's clamplicated but yeah procgen layering moment I'll take constructive feedback.
- switch (layer)
- {
- case AutoCablingDunGen cabling:
- await PostGen(cabling, data, dungeons[^1], reservedTiles, random);
- break;
- case BiomeMarkerLayerDunGen markerPost:
- await PostGen(markerPost, data, dungeons[^1], reservedTiles, random);
- break;
- case BiomeDunGen biome:
- await PostGen(biome, data, dungeons[^1], reservedTiles, random);
- break;
- case BoundaryWallDunGen boundary:
- await PostGen(boundary, data, dungeons[^1], reservedTiles, random);
- break;
- case CornerClutterDunGen clutter:
- await PostGen(clutter, data, dungeons[^1], reservedTiles, random);
- break;
- case CorridorClutterDunGen corClutter:
- await PostGen(corClutter, data, dungeons[^1], reservedTiles, random);
- break;
- case CorridorDunGen cordor:
- await PostGen(cordor, data, dungeons[^1], reservedTiles, random);
- break;
- case CorridorDecalSkirtingDunGen decks:
- await PostGen(decks, data, dungeons[^1], reservedTiles, random);
- break;
- case EntranceFlankDunGen flank:
- await PostGen(flank, data, dungeons[^1], reservedTiles, random);
- break;
- case ExteriorDunGen exterior:
- dungeons.AddRange(await GenerateExteriorDungen(position, exterior, reservedTiles, random));
- break;
- case FillGridDunGen fill:
- dungeons.Add(await GenerateFillDunGen(fill, data, reservedTiles));
- break;
- case JunctionDunGen junc:
- await PostGen(junc, data, dungeons[^1], reservedTiles, random);
- break;
- case MiddleConnectionDunGen dordor:
- await PostGen(dordor, data, dungeons[^1], reservedTiles, random);
- break;
- case DungeonEntranceDunGen entrance:
- await PostGen(entrance, data, dungeons[^1], reservedTiles, random);
- break;
- case ExternalWindowDunGen externalWindow:
- await PostGen(externalWindow, data, dungeons[^1], reservedTiles, random);
- break;
- case InternalWindowDunGen internalWindow:
- await PostGen(internalWindow, data, dungeons[^1], reservedTiles, random);
- break;
- case MobsDunGen mob:
- await PostGen(mob, dungeons[^1], random);
- break;
- case EntityTableDunGen entityTable:
- await PostGen(entityTable, dungeons[^1], random);
- break;
- case NoiseDistanceDunGen distance:
- dungeons.Add(await GenerateNoiseDistanceDunGen(position, distance, reservedTiles, seed, random));
- break;
- case NoiseDunGen noise:
- dungeons.Add(await GenerateNoiseDunGen(position, noise, reservedTiles, seed, random));
- break;
- case OreDunGen ore:
- await PostGen(ore, dungeons[^1], random);
- break;
- case PrefabDunGen prefab:
- dungeons.Add(await GeneratePrefabDunGen(position, data, prefab, reservedTiles, random));
- break;
- case PrototypeDunGen prototypo:
- var groupConfig = _prototype.Index(prototypo.Proto);
- position = (position + random.NextPolarVector2(groupConfig.MinOffset, groupConfig.MaxOffset)).Floored();
- var dataCopy = groupConfig.Data.Clone();
- dataCopy.Apply(data);
- dungeons.AddRange(await GetDungeons(position, groupConfig, dataCopy, groupConfig.Layers, reservedTiles, seed, random));
- break;
- case ReplaceTileDunGen replace:
- dungeons.Add(await GenerateTileReplacementDunGen(replace, data, reservedTiles, random));
- break;
- case RoomEntranceDunGen rEntrance:
- await PostGen(rEntrance, data, dungeons[^1], reservedTiles, random);
- break;
- case SplineDungeonConnectorDunGen spline:
- dungeons.Add(await PostGen(spline, data, dungeons, reservedTiles, random));
- break;
- case WallMountDunGen wall:
- await PostGen(wall, data, dungeons[^1], reservedTiles, random);
- break;
- case WormCorridorDunGen worm:
- await PostGen(worm, data, dungeons[^1], reservedTiles, random);
- break;
- default:
- throw new NotImplementedException();
- }
- }
- private void LogDataError(Type type)
- {
- _sawmill.Error($"Unable to find dungeon data keys for {type}");
- }
- [Pure]
- private bool ValidateResume()
- {
- if (_entManager.Deleted(_gridUid))
- {
- return false;
- }
- return true;
- }
- /// <summary>
- /// Wrapper around <see cref="Job{T}.SuspendIfOutOfTime"/>
- /// </summary>
- private async Task SuspendDungeon()
- {
- if (!TimeSlice)
- return;
- await SuspendIfOutOfTime();
- }
- }
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