DungeonSystem.cs 8.6 KB

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  1. using System.Threading;
  2. using System.Threading.Tasks;
  3. using Content.Server.Construction;
  4. using Robust.Shared.CPUJob.JobQueues.Queues;
  5. using Content.Server.Decals;
  6. using Content.Server.GameTicking.Events;
  7. using Content.Shared.CCVar;
  8. using Content.Shared.Construction.EntitySystems;
  9. using Content.Shared.GameTicking;
  10. using Content.Shared.Maps;
  11. using Content.Shared.Physics;
  12. using Content.Shared.Procedural;
  13. using Content.Shared.Tag;
  14. using Robust.Server.GameObjects;
  15. using Robust.Shared.Collections;
  16. using Robust.Shared.Configuration;
  17. using Robust.Shared.Console;
  18. using Robust.Shared.EntitySerialization;
  19. using Robust.Shared.EntitySerialization.Systems;
  20. using Robust.Shared.Map;
  21. using Robust.Shared.Map.Components;
  22. using Robust.Shared.Prototypes;
  23. using Robust.Shared.Random;
  24. using Robust.Shared.Utility;
  25. namespace Content.Server.Procedural;
  26. public sealed partial class DungeonSystem : SharedDungeonSystem
  27. {
  28. [Dependency] private readonly IConfigurationManager _configManager = default!;
  29. [Dependency] private readonly IConsoleHost _console = default!;
  30. [Dependency] private readonly IMapManager _mapManager = default!;
  31. [Dependency] private readonly IPrototypeManager _prototype = default!;
  32. [Dependency] private readonly IRobustRandom _random = default!;
  33. [Dependency] private readonly ITileDefinitionManager _tileDefManager = default!;
  34. [Dependency] private readonly AnchorableSystem _anchorable = default!;
  35. [Dependency] private readonly DecalSystem _decals = default!;
  36. [Dependency] private readonly EntityLookupSystem _lookup = default!;
  37. [Dependency] private readonly TileSystem _tile = default!;
  38. [Dependency] private readonly MapLoaderSystem _loader = default!;
  39. [Dependency] private readonly SharedMapSystem _maps = default!;
  40. [Dependency] private readonly SharedTransformSystem _transform = default!;
  41. private readonly List<(Vector2i, Tile)> _tiles = new();
  42. private EntityQuery<MetaDataComponent> _metaQuery;
  43. private EntityQuery<TransformComponent> _xformQuery;
  44. private const double DungeonJobTime = 0.005;
  45. public const int CollisionMask = (int) CollisionGroup.Impassable;
  46. public const int CollisionLayer = (int) CollisionGroup.Impassable;
  47. private readonly JobQueue _dungeonJobQueue = new(DungeonJobTime);
  48. private readonly Dictionary<DungeonJob.DungeonJob, CancellationTokenSource> _dungeonJobs = new();
  49. [ValidatePrototypeId<ContentTileDefinition>]
  50. public const string FallbackTileId = "FloorSteel";
  51. public override void Initialize()
  52. {
  53. base.Initialize();
  54. _metaQuery = GetEntityQuery<MetaDataComponent>();
  55. _xformQuery = GetEntityQuery<TransformComponent>();
  56. _console.RegisterCommand("dungen", Loc.GetString("cmd-dungen-desc"), Loc.GetString("cmd-dungen-help"), GenerateDungeon, CompletionCallback);
  57. _console.RegisterCommand("dungen_preset_vis", Loc.GetString("cmd-dungen_preset_vis-desc"), Loc.GetString("cmd-dungen_preset_vis-help"), DungeonPresetVis, PresetCallback);
  58. _console.RegisterCommand("dungen_pack_vis", Loc.GetString("cmd-dungen_pack_vis-desc"), Loc.GetString("cmd-dungen_pack_vis-help"), DungeonPackVis, PackCallback);
  59. SubscribeLocalEvent<PrototypesReloadedEventArgs>(PrototypeReload);
  60. SubscribeLocalEvent<RoundRestartCleanupEvent>(OnRoundCleanup);
  61. SubscribeLocalEvent<RoundStartingEvent>(OnRoundStart);
  62. }
  63. public override void Update(float frameTime)
  64. {
  65. base.Update(frameTime);
  66. _dungeonJobQueue.Process();
  67. }
  68. private void OnRoundCleanup(RoundRestartCleanupEvent ev)
  69. {
  70. foreach (var token in _dungeonJobs.Values)
  71. {
  72. token.Cancel();
  73. }
  74. _dungeonJobs.Clear();
  75. }
  76. private void OnRoundStart(RoundStartingEvent ev)
  77. {
  78. var query = AllEntityQuery<DungeonAtlasTemplateComponent>();
  79. while (query.MoveNext(out var uid, out _))
  80. {
  81. QueueDel(uid);
  82. }
  83. if (!_configManager.GetCVar(CCVars.ProcgenPreload))
  84. return;
  85. // Force all templates to be setup.
  86. foreach (var room in _prototype.EnumeratePrototypes<DungeonRoomPrototype>())
  87. {
  88. GetOrCreateTemplate(room);
  89. }
  90. }
  91. public override void Shutdown()
  92. {
  93. base.Shutdown();
  94. foreach (var token in _dungeonJobs.Values)
  95. {
  96. token.Cancel();
  97. }
  98. _dungeonJobs.Clear();
  99. }
  100. private void PrototypeReload(PrototypesReloadedEventArgs obj)
  101. {
  102. if (!obj.ByType.TryGetValue(typeof(DungeonRoomPrototype), out var rooms))
  103. {
  104. return;
  105. }
  106. foreach (var proto in rooms.Modified.Values)
  107. {
  108. var roomProto = (DungeonRoomPrototype) proto;
  109. var query = AllEntityQuery<DungeonAtlasTemplateComponent>();
  110. while (query.MoveNext(out var uid, out var comp))
  111. {
  112. if (!roomProto.AtlasPath.Equals(comp.Path))
  113. continue;
  114. QueueDel(uid);
  115. break;
  116. }
  117. }
  118. if (!_configManager.GetCVar(CCVars.ProcgenPreload))
  119. return;
  120. foreach (var proto in rooms.Modified.Values)
  121. {
  122. var roomProto = (DungeonRoomPrototype) proto;
  123. var query = AllEntityQuery<DungeonAtlasTemplateComponent>();
  124. var found = false;
  125. while (query.MoveNext(out var comp))
  126. {
  127. if (!roomProto.AtlasPath.Equals(comp.Path))
  128. continue;
  129. found = true;
  130. break;
  131. }
  132. if (!found)
  133. {
  134. GetOrCreateTemplate(roomProto);
  135. }
  136. }
  137. }
  138. public MapId GetOrCreateTemplate(DungeonRoomPrototype proto)
  139. {
  140. var query = AllEntityQuery<DungeonAtlasTemplateComponent>();
  141. DungeonAtlasTemplateComponent? comp;
  142. while (query.MoveNext(out var uid, out comp))
  143. {
  144. // Exists
  145. if (comp.Path.Equals(proto.AtlasPath))
  146. return Transform(uid).MapID;
  147. }
  148. var opts = new MapLoadOptions
  149. {
  150. DeserializationOptions = DeserializationOptions.Default with {PauseMaps = true},
  151. ExpectedCategory = FileCategory.Map
  152. };
  153. if (!_loader.TryLoadGeneric(proto.AtlasPath, out var res, opts) || !res.Maps.TryFirstOrNull(out var map))
  154. throw new Exception($"Failed to load dungeon template.");
  155. comp = AddComp<DungeonAtlasTemplateComponent>(map.Value.Owner);
  156. comp.Path = proto.AtlasPath;
  157. return map.Value.Comp.MapId;
  158. }
  159. /// <summary>
  160. /// Generates a dungeon in the background with the specified config.
  161. /// </summary>
  162. /// <param name="coordinates">Coordinates to move the dungeon to afterwards. Will delete the original map</param>
  163. public void GenerateDungeon(DungeonConfig gen,
  164. EntityUid gridUid,
  165. MapGridComponent grid,
  166. Vector2i position,
  167. int seed,
  168. EntityCoordinates? coordinates = null)
  169. {
  170. var cancelToken = new CancellationTokenSource();
  171. var job = new DungeonJob.DungeonJob(
  172. Log,
  173. DungeonJobTime,
  174. EntityManager,
  175. _prototype,
  176. _tileDefManager,
  177. _anchorable,
  178. _decals,
  179. this,
  180. _lookup,
  181. _tile,
  182. _transform,
  183. gen,
  184. grid,
  185. gridUid,
  186. seed,
  187. position,
  188. coordinates,
  189. cancelToken.Token);
  190. _dungeonJobs.Add(job, cancelToken);
  191. _dungeonJobQueue.EnqueueJob(job);
  192. }
  193. public async Task<List<Dungeon>> GenerateDungeonAsync(
  194. DungeonConfig gen,
  195. EntityUid gridUid,
  196. MapGridComponent grid,
  197. Vector2i position,
  198. int seed)
  199. {
  200. var cancelToken = new CancellationTokenSource();
  201. var job = new DungeonJob.DungeonJob(
  202. Log,
  203. DungeonJobTime,
  204. EntityManager,
  205. _prototype,
  206. _tileDefManager,
  207. _anchorable,
  208. _decals,
  209. this,
  210. _lookup,
  211. _tile,
  212. _transform,
  213. gen,
  214. grid,
  215. gridUid,
  216. seed,
  217. position,
  218. null,
  219. cancelToken.Token);
  220. _dungeonJobs.Add(job, cancelToken);
  221. _dungeonJobQueue.EnqueueJob(job);
  222. await job.AsTask;
  223. if (job.Exception != null)
  224. {
  225. throw job.Exception;
  226. }
  227. return job.Result!;
  228. }
  229. public Angle GetDungeonRotation(int seed)
  230. {
  231. // Mask 0 | 1 for rotation seed
  232. var dungeonRotationSeed = 3 & seed;
  233. return Math.PI / 2 * dungeonRotationSeed;
  234. }
  235. }