DungeonJob.PostGenBoundaryWall.cs 3.5 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113
  1. using System.Threading.Tasks;
  2. using Content.Shared.Maps;
  3. using Content.Shared.Procedural;
  4. using Content.Shared.Procedural.PostGeneration;
  5. using Robust.Shared.Map;
  6. using Robust.Shared.Utility;
  7. namespace Content.Server.Procedural.DungeonJob;
  8. public sealed partial class DungeonJob
  9. {
  10. /// <summary>
  11. /// <see cref="BoundaryWallDunGen"/>
  12. /// </summary>
  13. private async Task PostGen(BoundaryWallDunGen gen, DungeonData data, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
  14. {
  15. if (!data.Tiles.TryGetValue(DungeonDataKey.FallbackTile, out var protoTileDef) ||
  16. !data.Entities.TryGetValue(DungeonDataKey.Walls, out var wall))
  17. {
  18. _sawmill.Error($"Error finding dungeon data for {nameof(gen)}");
  19. return;
  20. }
  21. var tileDef = _tileDefManager[protoTileDef];
  22. var tiles = new List<(Vector2i Index, Tile Tile)>(dungeon.RoomExteriorTiles.Count);
  23. if (!data.Entities.TryGetValue(DungeonDataKey.CornerWalls, out var cornerWall))
  24. {
  25. cornerWall = wall;
  26. }
  27. if (cornerWall == default)
  28. {
  29. cornerWall = wall;
  30. }
  31. // Spawn wall outline
  32. // - Tiles first
  33. foreach (var neighbor in dungeon.RoomExteriorTiles)
  34. {
  35. DebugTools.Assert(!dungeon.RoomTiles.Contains(neighbor));
  36. if (dungeon.Entrances.Contains(neighbor))
  37. continue;
  38. if (!_anchorable.TileFree(_grid, neighbor, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
  39. continue;
  40. tiles.Add((neighbor, _tile.GetVariantTile((ContentTileDefinition) tileDef, random)));
  41. }
  42. foreach (var index in dungeon.CorridorExteriorTiles)
  43. {
  44. if (dungeon.RoomTiles.Contains(index))
  45. continue;
  46. if (!_anchorable.TileFree(_grid, index, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
  47. continue;
  48. tiles.Add((index, _tile.GetVariantTile((ContentTileDefinition)tileDef, random)));
  49. }
  50. _maps.SetTiles(_gridUid, _grid, tiles);
  51. // Double iteration coz we bulk set tiles for speed.
  52. for (var i = 0; i < tiles.Count; i++)
  53. {
  54. var index = tiles[i];
  55. if (!_anchorable.TileFree(_grid, index.Index, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
  56. continue;
  57. // If no cardinal neighbors in dungeon then we're a corner.
  58. var isCorner = true;
  59. for (var x = -1; x <= 1; x++)
  60. {
  61. for (var y = -1; y <= 1; y++)
  62. {
  63. if (x != 0 && y != 0)
  64. {
  65. continue;
  66. }
  67. var neighbor = new Vector2i(index.Index.X + x, index.Index.Y + y);
  68. if (dungeon.RoomTiles.Contains(neighbor) || dungeon.CorridorTiles.Contains(neighbor))
  69. {
  70. isCorner = false;
  71. break;
  72. }
  73. }
  74. if (!isCorner)
  75. break;
  76. }
  77. if (isCorner)
  78. _entManager.SpawnEntity(cornerWall, _maps.GridTileToLocal(_gridUid, _grid, index.Index));
  79. if (!isCorner)
  80. _entManager.SpawnEntity(wall, _maps.GridTileToLocal(_gridUid, _grid, index.Index));
  81. if (i % 20 == 0)
  82. {
  83. await SuspendDungeon();
  84. if (!ValidateResume())
  85. return;
  86. }
  87. }
  88. }
  89. }