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- using System.Linq;
- using Content.Server.Worldgen.Components.Debris;
- using Content.Shared.Maps;
- using Robust.Shared.Map;
- using Robust.Shared.Map.Components;
- using Robust.Shared.Random;
- namespace Content.Server.Worldgen.Systems.Debris;
- /// <summary>
- /// This handles building the floor plans for "blobby" debris.
- /// </summary>
- public sealed class BlobFloorPlanBuilderSystem : BaseWorldSystem
- {
- [Dependency] private readonly IRobustRandom _random = default!;
- [Dependency] private readonly ITileDefinitionManager _tileDefinition = default!;
- [Dependency] private readonly TileSystem _tiles = default!;
- [Dependency] private readonly SharedMapSystem _map = default!;
- /// <inheritdoc />
- public override void Initialize()
- {
- SubscribeLocalEvent<BlobFloorPlanBuilderComponent, ComponentStartup>(OnBlobFloorPlanBuilderStartup);
- }
- private void OnBlobFloorPlanBuilderStartup(EntityUid uid, BlobFloorPlanBuilderComponent component,
- ComponentStartup args)
- {
- PlaceFloorplanTiles(uid, component, Comp<MapGridComponent>(uid));
- }
- private void PlaceFloorplanTiles(EntityUid gridUid, BlobFloorPlanBuilderComponent comp, MapGridComponent grid)
- {
- // NO MORE THAN TWO ALLOCATIONS THANK YOU VERY MUCH.
- // TODO: Just put these on a field instead then?
- // Also the end of the method has a big LINQ which is gonna blow this out the water.
- var spawnPoints = new HashSet<Vector2i>(comp.FloorPlacements * 6);
- var taken = new Dictionary<Vector2i, Tile>(comp.FloorPlacements * 5);
- void PlaceTile(Vector2i point)
- {
- // Assume we already know that the spawn point is safe.
- spawnPoints.Remove(point);
- var north = point.Offset(Direction.North);
- var south = point.Offset(Direction.South);
- var east = point.Offset(Direction.East);
- var west = point.Offset(Direction.West);
- var radsq = Math.Pow(comp.Radius,
- 2); // I'd put this outside but i'm not 100% certain caching it between calls is a gain.
- // The math done is essentially a fancy way of comparing the distance from 0,0 to the radius,
- // and skipping the sqrt normally needed for dist.
- if (!taken.ContainsKey(north) && Math.Pow(north.X, 2) + Math.Pow(north.Y, 2) <= radsq)
- spawnPoints.Add(north);
- if (!taken.ContainsKey(south) && Math.Pow(south.X, 2) + Math.Pow(south.Y, 2) <= radsq)
- spawnPoints.Add(south);
- if (!taken.ContainsKey(east) && Math.Pow(east.X, 2) + Math.Pow(east.Y, 2) <= radsq)
- spawnPoints.Add(east);
- if (!taken.ContainsKey(west) && Math.Pow(west.X, 2) + Math.Pow(west.Y, 2) <= radsq)
- spawnPoints.Add(west);
- var tileDef = _tileDefinition[_random.Pick(comp.FloorTileset)];
- taken.Add(point, new Tile(tileDef.TileId, 0, _tiles.PickVariant((ContentTileDefinition) tileDef)));
- }
- PlaceTile(Vector2i.Zero);
- for (var i = 0; i < comp.FloorPlacements; i++)
- {
- var point = _random.Pick(spawnPoints);
- PlaceTile(point);
- if (comp.BlobDrawProb > 0.0f)
- {
- if (!taken.ContainsKey(point.Offset(Direction.North)) && _random.Prob(comp.BlobDrawProb))
- PlaceTile(point.Offset(Direction.North));
- if (!taken.ContainsKey(point.Offset(Direction.South)) && _random.Prob(comp.BlobDrawProb))
- PlaceTile(point.Offset(Direction.South));
- if (!taken.ContainsKey(point.Offset(Direction.East)) && _random.Prob(comp.BlobDrawProb))
- PlaceTile(point.Offset(Direction.East));
- if (!taken.ContainsKey(point.Offset(Direction.West)) && _random.Prob(comp.BlobDrawProb))
- PlaceTile(point.Offset(Direction.West));
- }
- }
- _map.SetTiles(gridUid, grid, taken.Select(x => (x.Key, x.Value)).ToList());
- }
- }
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