_prototypeManager.RegisterIgnore("metabolizerType");
_prototypeManager.RegisterIgnore("metabolismGroup");
_prototypeManager.RegisterIgnore("salvageMap");
+ _prototypeManager.RegisterIgnore("salvageFaction");
_prototypeManager.RegisterIgnore("gamePreset");
_prototypeManager.RegisterIgnore("gameRule");
_prototypeManager.RegisterIgnore("worldSpell");
[ViewVariables(VVAccess.ReadWrite), DataField("base")]
public string StateBase { get; } = string.Empty;
+ [DataField("shader", customTypeSerializer:typeof(PrototypeIdSerializer<ShaderPrototype>))]
+ public string? Shader;
+
/// <summary>
/// Mode that controls how the icon should be selected.
/// </summary>
sprite.LayerSetDirOffset(CornerLayers.NW, DirectionOffset.Flip);
sprite.LayerMapSet(CornerLayers.SW, sprite.AddLayerState(state0));
sprite.LayerSetDirOffset(CornerLayers.SW, DirectionOffset.Clockwise);
+
+ if (component.Shader != null)
+ {
+ sprite.LayerSetShader(CornerLayers.SE, component.Shader);
+ sprite.LayerSetShader(CornerLayers.NE, component.Shader);
+ sprite.LayerSetShader(CornerLayers.NW, component.Shader);
+ sprite.LayerSetShader(CornerLayers.SW, component.Shader);
+ }
}
private void OnShutdown(EntityUid uid, IconSmoothComponent component, ComponentShutdown args)
AddChild(vBox);
UpdateUI();
-
- _preferencesManager.OnServerDataLoaded += UpdateUI;
}
public Button CharacterSetupButton { get; }
_viewBox.AddChild(viewWest);
_viewBox.AddChild(viewEast);
_summaryLabel.Text = selectedCharacter.Summary;
- EntitySystem.Get<HumanoidAppearanceSystem>().LoadProfile(_previewDummy.Value, selectedCharacter);
+ _entityManager.System<HumanoidAppearanceSystem>().LoadProfile(_previewDummy.Value, selectedCharacter);
GiveDummyJobClothes(_previewDummy.Value, selectedCharacter);
}
}
for (var x = 0; x < bitmap.Width; x++)
{
// Do noise calculations.
- var noiseVal = MathF.Min(1, MathF.Max(0, (noise.GetNoiseTiled(x, y) + 1) / 2));
+ var noiseVal = MathF.Min(1, MathF.Max(0, (noise.GetNoise(x, y) + 1) / 2));
// Threshold
noiseVal = MathF.Max(0, noiseVal - Threshold);
var y = random.Next(0, buffer.Height);
// Grab noise at this point.
- var noiseVal = MathF.Min(1, MathF.Max(0, (noise.GetNoiseTiled(x, y) + 1) / 2));
+ var noiseVal = MathF.Min(1, MathF.Max(0, (noise.GetNoise(x, y) + 1) / 2));
// Threshold
noiseVal = MathF.Max(0, noiseVal - MaskThreshold);
noiseVal *= threshVal;
--- /dev/null
+using Content.Shared.Salvage;
+
+namespace Content.Client.Salvage;
+
+public sealed class SalvageSystem : SharedSalvageSystem
+{
+
+}
--- /dev/null
+using Content.Shared.Salvage;
+using JetBrains.Annotations;
+using Robust.Client.GameObjects;
+
+namespace Content.Client.Salvage.UI;
+
+[UsedImplicitly]
+public sealed class SalvageExpeditionConsoleBoundUserInterface : BoundUserInterface
+{
+ private SalvageExpeditionWindow? _window;
+
+ public SalvageExpeditionConsoleBoundUserInterface(ClientUserInterfaceComponent owner, Enum uiKey) : base(owner, uiKey)
+ {
+ }
+
+ protected override void Open()
+ {
+ base.Open();
+ _window = new SalvageExpeditionWindow();
+ _window.ClaimMission += index =>
+ {
+ SendMessage(new ClaimSalvageMessage()
+ {
+ Index = index,
+ });
+ };
+ _window.OnClose += Close;
+ _window?.OpenCenteredLeft();
+ }
+
+ protected override void Dispose(bool disposing)
+ {
+ base.Dispose(disposing);
+ _window?.Dispose();
+ _window = null;
+ }
+
+ protected override void UpdateState(BoundUserInterfaceState state)
+ {
+ base.UpdateState(state);
+
+ if (state is not SalvageExpeditionConsoleState current)
+ return;
+
+ _window?.UpdateState(current);
+ }
+}
--- /dev/null
+<controls:FancyWindow xmlns="https://spacestation14.io"
+ xmlns:controls="clr-namespace:Content.Client.UserInterface.Controls"
+ Title="{Loc 'Salvage expeditions'}"
+ MinSize="800 360">
+ <BoxContainer Orientation="Vertical">
+ <BoxContainer Orientation="Horizontal">
+ <Label Name="NextOfferLabel"
+ Text="Next offer:"
+ Margin="5"></Label>
+ <ProgressBar Name="NextOfferBar"
+ HorizontalExpand="True"
+ MinValue="0"
+ MaxValue="1"
+ SetHeight="25"/>
+ <Label Name="NextOfferText" Text="0.00"
+ Margin="5"/>
+ </BoxContainer>
+ <controls:HLine Color="#404040" Thickness="2" Margin="0 5 0 5"/>
+ <BoxContainer Name="Container"
+ Orientation="Horizontal"
+ Margin="5 0 5 0"/>
+ </BoxContainer>
+</controls:FancyWindow>
--- /dev/null
+using Content.Client.Computer;
+using Content.Client.Stylesheets;
+using Content.Client.UserInterface.Controls;
+using Content.Shared.Parallax.Biomes;
+using Content.Shared.Procedural;
+using Content.Shared.Procedural.Loot;
+using Content.Shared.Procedural.Rewards;
+using Content.Shared.Random;
+using Content.Shared.Random.Helpers;
+using Content.Shared.Salvage;
+using Content.Shared.Salvage.Expeditions;
+using Content.Shared.Salvage.Expeditions.Structure;
+using Content.Shared.Shuttles.BUIStates;
+using Robust.Client.AutoGenerated;
+using Robust.Client.Graphics;
+using Robust.Client.UserInterface;
+using Robust.Client.UserInterface.Controls;
+using Robust.Client.UserInterface.XAML;
+using Robust.Shared.Prototypes;
+using Robust.Shared.Timing;
+
+namespace Content.Client.Salvage.UI;
+
+[GenerateTypedNameReferences]
+public sealed partial class SalvageExpeditionWindow : FancyWindow,
+ IComputerWindow<EmergencyConsoleBoundUserInterfaceState>
+{
+ private readonly IGameTiming _timing;
+ private readonly IPrototypeManager _prototype;
+ private readonly SharedSalvageSystem _salvage;
+
+ public event Action<ushort>? ClaimMission;
+ private bool _claimed;
+ private TimeSpan _nextOffer;
+
+ public SalvageExpeditionWindow()
+ {
+ RobustXamlLoader.Load(this);
+ _timing = IoCManager.Resolve<IGameTiming>();
+ _prototype = IoCManager.Resolve<IPrototypeManager>();
+ _salvage = IoCManager.Resolve<IEntityManager>().EntitySysManager.GetEntitySystem<SharedSalvageSystem>();
+ }
+
+ public void UpdateState(SalvageExpeditionConsoleState state)
+ {
+ _claimed = state.Claimed;
+ _nextOffer = state.NextOffer;
+ Container.DisposeAllChildren();
+
+ for (var i = 0; i < state.Missions.Count; i++)
+ {
+ // TODO: Make this XAML
+ var mission = state.Missions[i];
+ var config = _prototype.Index<SalvageExpeditionPrototype>(mission.Config);
+ var dungeonConfig = _prototype.Index<DungeonConfigPrototype>(config.DungeonConfigPrototype);
+ var faction = SharedSalvageSystem.GetFaction(config.Factions, mission.Seed);
+ var factionConfig = _prototype.Index<SalvageFactionPrototype>(faction);
+
+ // If we ever need this on server then move it
+ var missionDesc = string.Empty;
+ var missionDetails = string.Empty;
+
+ switch (config.Mission)
+ {
+ case SalvageStructure structure:
+ var structureConfig = (SalvageStructureFaction) factionConfig.Configs[mission.Config];
+ missionDesc = "Demolition";
+ // TODO:
+ missionDetails = $"Destroy {SharedSalvageSystem.GetStructureCount(structure, mission.Seed)} {_prototype.Index<EntityPrototype>(structureConfig.Spawn).Name} structures.";
+ break;
+ default:
+ throw new NotImplementedException();
+ }
+
+ // Mission
+ var missionStripe = new StripeBack()
+ {
+ Margin = new Thickness(0f, -5f, 0f, 0f)
+ };
+
+ missionStripe.AddChild(new Label()
+ {
+ Text = missionDesc,
+ HorizontalAlignment = HAlignment.Center,
+ Margin = new Thickness(0f, 5f, 0f, 5f),
+ });
+
+ var lBox = new BoxContainer()
+ {
+ Orientation = BoxContainer.LayoutOrientation.Vertical
+ };
+
+ // Difficulty
+ // Details
+ lBox.AddChild(new Label()
+ {
+ Text = $"Difficulty:"
+ });
+
+ var difficultyColor = StyleNano.NanoGold;
+
+ switch (config.DifficultyRating)
+ {
+ case DifficultyRating.None:
+ difficultyColor = StyleNano.ButtonColorDefault;
+ break;
+ case DifficultyRating.Minor:
+ difficultyColor = StyleNano.GoodGreenFore;
+ break;
+ case DifficultyRating.Moderate:
+ difficultyColor = StyleNano.ConcerningOrangeFore;
+ break;
+ default:
+ throw new ArgumentOutOfRangeException();
+ }
+
+ lBox.AddChild(new Label
+ {
+ Text = config.DifficultyRating.ToString(),
+ FontColorOverride = difficultyColor,
+ HorizontalAlignment = HAlignment.Left,
+ Margin = new Thickness(0f, 0f, 0f, 5f),
+ });
+
+ // Details
+ lBox.AddChild(new Label
+ {
+ Text = $"Details:"
+ });
+
+ lBox.AddChild(new Label
+ {
+ Text = missionDetails,
+ FontColorOverride = StyleNano.NanoGold,
+ HorizontalAlignment = HAlignment.Left,
+ Margin = new Thickness(0f, 0f, 0f, 5f),
+ });
+
+ // Details
+ lBox.AddChild(new Label
+ {
+ Text = $"Hostiles:"
+ });
+
+ lBox.AddChild(new Label
+ {
+ Text = faction,
+ FontColorOverride = StyleNano.NanoGold,
+ HorizontalAlignment = HAlignment.Left,
+ Margin = new Thickness(0f, 0f, 0f, 5f),
+ });
+
+ // Duration
+ lBox.AddChild(new Label
+ {
+ Text = $"Duration:"
+ });
+
+ lBox.AddChild(new Label
+ {
+ Text = mission.Duration.ToString(),
+ FontColorOverride = StyleNano.NanoGold,
+ HorizontalAlignment = HAlignment.Left,
+ Margin = new Thickness(0f, 0f, 0f, 5f),
+ });
+
+ // Biome
+ lBox.AddChild(new Label
+ {
+ Text = "Biome:"
+ });
+
+ lBox.AddChild(new Label
+ {
+ Text = _prototype.Index<BiomePrototype>(config.Biome).Description,
+ FontColorOverride = StyleNano.NanoGold,
+ HorizontalAlignment = HAlignment.Left,
+ Margin = new Thickness(0f, 0f, 0f, 5f),
+ });
+
+ // Environment
+ lBox.AddChild(new Label
+ {
+ Text = "Environment:"
+ });
+
+ lBox.AddChild(new Label
+ {
+ Text = config.Description,
+ FontColorOverride = StyleNano.NanoGold,
+ HorizontalAlignment = HAlignment.Left,
+ Margin = new Thickness(0f, 0f, 0f, 5f),
+ });
+
+ // Modifiers
+ // TODO
+
+ // Rewards
+ lBox.AddChild(new Label()
+ {
+ Text = $"Reward:"
+ });
+
+ var salvageReward = SharedSalvageSystem.GetReward(_prototype.Index<WeightedRandomPrototype>(config.Reward), mission.Seed, _prototype);
+ var difficulty = config.DifficultyRating;
+ var rewardDesc = string.Empty;
+
+ switch (salvageReward)
+ {
+ case BankReward bank:
+ rewardDesc = $"Bank payment of {(int) (bank.Amount * SharedSalvageSystem.GetDifficultyModifier(difficulty))}";
+ break;
+ default:
+ throw new ArgumentOutOfRangeException();
+ }
+
+ lBox.AddChild(new Label()
+ {
+ Text = rewardDesc,
+ FontColorOverride = StyleNano.GoodGreenFore,
+ HorizontalAlignment = HAlignment.Left,
+ Margin = new Thickness(0f, 0f, 0f, 5f),
+ });
+
+
+ lBox.AddChild(new Label()
+ {
+ Text = $"Materials:"
+ });
+
+ if (config.Loots.Count == 0)
+ {
+ lBox.AddChild(new Label()
+ {
+ Text = "N/A",
+ FontColorOverride = StyleNano.ConcerningOrangeFore,
+ HorizontalAlignment = HAlignment.Left,
+ Margin = new Thickness(0f, 0f, 0f, 5f),
+ });
+ }
+ else
+ {
+ foreach (var lootProto in SharedSalvageSystem.GetLoot(config.Loots, mission.Seed, _prototype))
+ {
+ lBox.AddChild(new Label()
+ {
+ Text = lootProto.Description,
+ FontColorOverride = StyleNano.ConcerningOrangeFore,
+ HorizontalAlignment = HAlignment.Left,
+ Margin = new Thickness(0f, 0f, 0f, 5f),
+ });
+ }
+ }
+
+ // Claim
+ var claimButton = new Button()
+ {
+ HorizontalExpand = true,
+ Pressed = state.ActiveMission == mission.Index,
+ ToggleMode = true,
+ Disabled = state.Claimed,
+ };
+
+ claimButton.Label.Margin = new Thickness(0f, 5f);
+
+ claimButton.OnPressed += args =>
+ {
+ ClaimMission?.Invoke(mission.Index);
+ };
+
+ if (state.ActiveMission == mission.Index)
+ {
+ claimButton.Text = "Claimed";
+ claimButton.AddStyleClass(StyleBase.ButtonCaution);
+ }
+ else
+ {
+ claimButton.Text = "Claim";
+ }
+
+ // TODO: Fix this copypaste bullshit
+
+ var box = new PanelContainer()
+ {
+ PanelOverride = new StyleBoxFlat(new Color(30, 30, 34)),
+ HorizontalExpand = true,
+ Margin = new Thickness(5f, 0f),
+ Children =
+ {
+ new BoxContainer()
+ {
+ Orientation = BoxContainer.LayoutOrientation.Vertical,
+ Children =
+ {
+ missionStripe,
+ lBox,
+ claimButton,
+ },
+ Margin = new Thickness(5f, 5f)
+ }
+ }
+ };
+
+ LayoutContainer.SetAnchorPreset(box, LayoutContainer.LayoutPreset.Wide);
+
+ Container.AddChild(box);
+ }
+ }
+
+ protected override void FrameUpdate(FrameEventArgs args)
+ {
+ base.FrameUpdate(args);
+
+ if (_claimed)
+ {
+ NextOfferBar.Value = 0f;
+ NextOfferText.Text = "N/A";
+ return;
+ }
+
+ var remaining = _nextOffer - _timing.CurTime;
+
+ if (remaining < TimeSpan.Zero)
+ {
+ NextOfferBar.Value = 1f;
+ NextOfferText.Text = "00:00";
+ }
+ else
+ {
+ NextOfferBar.Value = 1f - (float) (remaining / SharedSalvageSystem.MissionCooldown);
+ NextOfferText.Text = $"{remaining.Minutes:00}:{remaining.Seconds:00}";
+ }
+ }
+}
--- /dev/null
+using System.Collections.Generic;
+using System.Threading.Tasks;
+using Content.Server.Procedural;
+using Content.Shared.Procedural;
+using NUnit.Framework;
+using Robust.Shared.Maths;
+using Robust.Shared.Prototypes;
+
+namespace Content.IntegrationTests.Tests.Procedural;
+
+[TestOf(typeof(DungeonSystem))]
+public sealed class DungeonTests
+{
+ [Test]
+ public async Task TestDungeonRoomPackBounds()
+ {
+ await using var pairTracker = await PoolManager.GetServerClient(new PoolSettings{NoClient = true});
+ var protoManager = pairTracker.Pair.Server.ResolveDependency<IPrototypeManager>();
+
+ await pairTracker.Pair.Server.WaitAssertion(() =>
+ {
+ var sizes = new HashSet<Vector2i>();
+
+ foreach (var proto in protoManager.EnumeratePrototypes<DungeonRoomPrototype>())
+ {
+ sizes.Add(proto.Size);
+ sizes.Add(new Vector2i(proto.Size.Y, proto.Size.X));
+ }
+
+ foreach (var pack in protoManager.EnumeratePrototypes<DungeonRoomPackPrototype>())
+ {
+ var rooms = new List<Box2>();
+
+ for (var i = 0; i < pack.Rooms.Count; i++)
+ {
+ var room = pack.Rooms[i];
+ var bounds = (Box2) room;
+
+ for (var j = 0; j < rooms.Count; j++)
+ {
+ var existing = rooms[j];
+ Assert.That(!existing.Intersects(bounds), $"Found overlapping rooms {i} and {j} in DungeonRoomPack {pack.ID}");
+ }
+
+ rooms.Add(bounds);
+
+ // Inclusive of upper bounds as it's the edge
+ Assert.That(room.Left >= 0 &&
+ room.Bottom >= 0 &&
+ room.Right <= pack.Size.X &&
+ room.Top <= pack.Size.Y, $"Found invalid room {room} on DungeonRoomPack {pack.ID}");
+
+ // Assert that anything exists at this size
+ var rotated = new Vector2i(room.Size.Y, room.Size.X);
+
+ Assert.That(sizes.Contains(room.Size) || sizes.Contains(rotated), $"Didn't find any dungeon room prototypes for {room.Size} on {pack.ID} index {i}");
+ }
+ }
+ });
+
+ await pairTracker.CleanReturnAsync();
+ }
+
+ [Test]
+ public async Task TestDungeonPresets()
+ {
+ await using var pairTracker = await PoolManager.GetServerClient(new PoolSettings{NoClient = true});
+ var protoManager = pairTracker.Pair.Server.ResolveDependency<IPrototypeManager>();
+
+ await pairTracker.Pair.Server.WaitAssertion(() =>
+ {
+ var sizes = new HashSet<Vector2i>();
+
+ foreach (var pack in protoManager.EnumeratePrototypes<DungeonRoomPackPrototype>())
+ {
+ sizes.Add(pack.Size);
+ sizes.Add(new Vector2i(pack.Size.Y, pack.Size.X));
+ }
+
+ foreach (var preset in protoManager.EnumeratePrototypes<DungeonPresetPrototype>())
+ {
+ for (var i = 0; i < preset.RoomPacks.Count; i++)
+ {
+ var pack = preset.RoomPacks[i];
+
+ // Assert that anything exists at this size
+ var rotated = new Vector2i(pack.Size.Y, pack.Size.X);
+
+ Assert.That(sizes.Contains(pack.Size) || sizes.Contains(rotated), $"Didn't find any dungeon room prototypes for {pack.Size} for {preset.ID} index {i}");
+ }
+ }
+ });
+
+ await pairTracker.CleanReturnAsync();
+ }
+}
{
private readonly IStopwatch _stopwatch;
+ public JobQueue(double maxTime) : this(new Stopwatch())
+ {
+ MaxTime = maxTime;
+ }
+
public JobQueue() : this(new Stopwatch()) {}
public JobQueue(IStopwatch stopwatch)
using Content.Server.Station.Systems;
using Content.Shared.Cargo;
using Content.Shared.Containers.ItemSlots;
+using JetBrains.Annotations;
using Robust.Shared.Prototypes;
namespace Content.Server.Cargo.Systems;
UpdateTelepad(frameTime);
}
- // please don't delete this thank you
+ [PublicAPI]
public void UpdateBankAccount(StationBankAccountComponent component, int balanceAdded)
{
component.Balance += balanceAdded;
+ // TODO: Code bad
+ foreach (var comp in EntityQuery<CargoOrderConsoleComponent>())
+ {
+ if (!_uiSystem.IsUiOpen(comp.Owner, CargoConsoleUiKey.Orders)) continue;
+
+ var station = _station.GetOwningStation(comp.Owner);
+ if (station != component.Owner)
+ continue;
+
+ UpdateOrderState(comp, station);
+ }
}
}
using Content.Shared.Tools;
using Content.Shared.Tools.Components;
using Robust.Shared.Map;
+using Robust.Shared.Map.Components;
using Robust.Shared.Physics.Components;
namespace Content.Server.Construction
return false;
var tileIndices = grid.TileIndicesFor(coordinates);
- var enumerator = grid.GetAnchoredEntitiesEnumerator(tileIndices);
+ return TileFree(grid, tileIndices, anchorBody.CollisionLayer, anchorBody.CollisionMask);
+ }
+
+ public bool TileFree(MapGridComponent grid, Vector2i gridIndices, int collisionLayer = 0, int collisionMask = 0)
+ {
+ var enumerator = grid.GetAnchoredEntitiesEnumerator(gridIndices);
var bodyQuery = GetEntityQuery<PhysicsComponent>();
while (enumerator.MoveNext(out var ent))
continue;
}
- if ((body.CollisionMask & anchorBody.CollisionLayer) != 0x0 ||
- (body.CollisionLayer & anchorBody.CollisionMask) != 0x0)
+ if ((body.CollisionMask & collisionLayer) != 0x0 ||
+ (body.CollisionLayer & collisionMask) != 0x0)
{
return false;
}
return decalIds;
}
+ public HashSet<(uint Index, Decal Decal)> GetDecalsIntersecting(EntityUid gridUid, Box2 bounds, DecalGridComponent? component = null)
+ {
+ var decalIds = new HashSet<(uint, Decal)>();
+ var chunkCollection = ChunkCollection(gridUid, component);
+
+ if (chunkCollection == null)
+ return decalIds;
+
+ var chunks = new ChunkIndicesEnumerator(bounds, ChunkSize);
+
+ while (chunks.MoveNext(out var chunkOrigin))
+ {
+ if (!chunkCollection.TryGetValue(chunkOrigin.Value, out var chunk))
+ continue;
+
+ foreach (var (id, decal) in chunk.Decals)
+ {
+ if (!bounds.Contains(decal.Coordinates))
+ continue;
+
+ decalIds.Add((id, decal));
+ }
+ }
+
+ return decalIds;
+ }
+
/// <summary>
/// Changes a decals position. Note this will actually result in a new decal being created, possibly on a new grid or chunk.
/// </summary>
+using Content.Shared.Gravity;
using Content.Shared.NPC;
namespace Content.Server.NPC.Pathfinding;
var modifier = 1f;
// TODO
- if ((end.Data.Flags & PathfindingBreadcrumbFlag.Space) != 0x0)
+ if ((end.Data.Flags & PathfindingBreadcrumbFlag.Space) != 0x0 &&
+ (!TryComp<GravityComponent>(end.GraphUid, out var gravity) || !gravity.Enabled))
{
return 0f;
}
return dx + dy;
}
+ public float ManhattanDistance(Vector2i start, Vector2i end)
+ {
+ var distance = end - start;
+ return Math.Abs(distance.X) + Math.Abs(distance.Y);
+ }
+
public float OctileDistance(PathPoly start, PathPoly end)
{
var (dx, dy) = GetDiff(start, end);
return dx + dy + (1.41f - 2) * Math.Min(dx, dy);
}
+ public float OctileDistance(Vector2i start, Vector2i end)
+ {
+ var diff = start - end;
+ var ab = Vector2.Abs(diff);
+ return ab.X + ab.Y + (1.41f - 2) * Math.Min(ab.X, ab.Y);
+ }
+
private Vector2 GetDiff(PathPoly start, PathPoly end)
{
var startPos = start.Box.Center;
/// If true, UpdateGrid() will not process grids.
/// </summary>
/// <remarks>
- /// Useful if something like a large explosion is in the process of shredding the grid, as it avoids uneccesary
+ /// Useful if something like a large explosion is in the process of shredding the grid, as it avoids unneccesary
/// updating.
/// </remarks>
public bool PauseUpdating = false;
comp.DirtyChunks.Clear();
}
-
-#if DEBUG
- if (updateCount > 0)
- _sawmill.Debug($"Updated {updateCount} nav chunks in {_stopwatch.Elapsed.TotalMilliseconds:0.000}ms");
-#endif
}
private bool IsBodyRelevant(PhysicsComponent body)
--- /dev/null
+namespace Content.Server.NPC.Pathfinding;
+
+public sealed partial class PathfindingSystem
+{
+ /// <summary>
+ /// Finds a generic path from start to end.
+ /// </summary>
+ public List<Vector2i> GetPath(Vector2i start, Vector2i end, bool diagonal = false)
+ {
+ if (start == end)
+ {
+ return new List<Vector2i>();
+ }
+
+ var frontier = new PriorityQueue<Vector2i, float>();
+ frontier.Enqueue(start, 0f);
+ var cameFrom = new Dictionary<Vector2i, Vector2i>();
+ var node = start;
+
+ while (frontier.TryDequeue(out node, out _))
+ {
+ if (node == end)
+ {
+ break;
+ }
+
+ if (diagonal)
+ {
+ for (var i = 0; i < 8; i++)
+ {
+ var direction = (DirectionFlag) i;
+ var neighbor = node + direction.AsDir().ToIntVec();
+
+ if (!cameFrom.TryAdd(neighbor, node))
+ continue;
+
+ var gScore = OctileDistance(neighbor, end);
+ frontier.Enqueue(neighbor, gScore);
+ }
+ }
+ else
+ {
+ for (var i = 0; i < 4; i++)
+ {
+ var direction = (DirectionFlag) Math.Pow(2, i);
+ var neighbor = node + direction.AsDir().ToIntVec();
+
+ if (!cameFrom.TryAdd(neighbor, node))
+ continue;
+
+ frontier.Enqueue(neighbor, ManhattanDistance(neighbor, end));
+ }
+ }
+ }
+
+ if (node != end)
+ {
+ return new List<Vector2i>();
+ }
+
+ var path = new List<Vector2i>();
+
+ do
+ {
+ path.Add(node);
+ var before = cameFrom[node];
+ node = before;
+ } while (node != start);
+
+ path.Add(start);
+ path.Reverse();
+ return path;
+ }
+}
public override void Initialize()
{
base.Initialize();
+ SubscribeLocalEvent<BiomeComponent, ComponentStartup>(OnBiomeStartup);
SubscribeLocalEvent<BiomeComponent, MapInitEvent>(OnBiomeMapInit);
_configManager.OnValueChanged(CVars.NetMaxUpdateRange, SetLoadRange, true);
}
_loadArea = new Box2(-_loadRange, -_loadRange, _loadRange, _loadRange);
}
+ private void OnBiomeStartup(EntityUid uid, BiomeComponent component, ComponentStartup args)
+ {
+ component.Noise.SetSeed(component.Seed);
+ }
+
private void OnBiomeMapInit(EntityUid uid, BiomeComponent component, MapInitEvent args)
{
component.Seed = _random.Next();
+ component.Noise.SetSeed(component.Seed);
Dirty(component);
}
while (loadBiomes.MoveNext(out var biome, out var grid))
{
- var noise = new FastNoise(biome.Seed);
+ var noise = biome.Noise;
var gridUid = grid.Owner;
// Load new chunks
BiomeComponent component,
EntityUid gridUid,
MapGridComponent grid,
- FastNoise noise,
+ FastNoiseLite noise,
EntityQuery<TransformComponent> xformQuery)
{
var active = _activeChunks[component];
EntityUid gridUid,
MapGridComponent grid,
Vector2i chunk,
- FastNoise noise,
+ FastNoiseLite noise,
BiomePrototype prototype,
List<(Vector2i, Tile)> tiles,
EntityQuery<TransformComponent> xformQuery)
}
}
- private void UnloadChunks(BiomeComponent component, EntityUid gridUid, MapGridComponent grid, FastNoise noise)
+ private void UnloadChunks(BiomeComponent component, EntityUid gridUid, MapGridComponent grid, FastNoiseLite noise)
{
var active = _activeChunks[component];
List<(Vector2i, Tile)>? tiles = null;
}
}
- private void UnloadChunk(BiomeComponent component, EntityUid gridUid, MapGridComponent grid, Vector2i chunk, FastNoise noise, List<(Vector2i, Tile)> tiles)
+ private void UnloadChunk(BiomeComponent component, EntityUid gridUid, MapGridComponent grid, Vector2i chunk, FastNoiseLite noise, List<(Vector2i, Tile)> tiles)
{
// Reverse order to loading
var prototype = ProtoManager.Index<BiomePrototype>(component.BiomePrototype);
{
base.Initialize();
SubscribeLocalEvent<PinpointerComponent, ActivateInWorldEvent>(OnActivate);
- SubscribeLocalEvent<HyperspaceJumpCompletedEvent>(OnLocateTarget);
+ SubscribeLocalEvent<FTLCompletedEvent>(OnLocateTarget);
}
private void OnActivate(EntityUid uid, PinpointerComponent component, ActivateInWorldEvent args)
LocateTarget(uid, component);
}
- private void OnLocateTarget(HyperspaceJumpCompletedEvent ev)
+ private void OnLocateTarget(ref FTLCompletedEvent ev)
{
// This feels kind of expensive, but it only happens once per hyperspace jump
--- /dev/null
+using Robust.Shared.Utility;
+
+namespace Content.Server.Procedural;
+
+/// <summary>
+/// Added to pre-loaded maps for dungeon templates.
+/// </summary>
+[RegisterComponent]
+public sealed class DungeonAtlasTemplateComponent : Component
+{
+ [DataField("path", required: true)]
+ public ResourcePath? Path;
+}
--- /dev/null
+using System.Threading.Tasks;
+using Content.Shared.Decals;
+using Content.Shared.Procedural;
+using Content.Shared.Procedural.DungeonGenerators;
+using Robust.Shared.Map;
+using Robust.Shared.Map.Components;
+using Robust.Shared.Random;
+using Robust.Shared.Utility;
+
+namespace Content.Server.Procedural;
+
+public sealed partial class DungeonJob
+{
+ private async Task<Dungeon> GeneratePrefabDungeon(PrefabDunGen prefab, EntityUid gridUid, MapGridComponent grid, int seed)
+ {
+ var random = new Random(seed);
+ var preset = prefab.Presets[random.Next(prefab.Presets.Count)];
+ var gen = _prototype.Index<DungeonPresetPrototype>(preset);
+
+ var dungeonRotation = _dungeon.GetDungeonRotation(seed);
+ var dungeonTransform = Matrix3.CreateTransform(_position, dungeonRotation);
+ var roomPackProtos = new Dictionary<Vector2i, List<DungeonRoomPackPrototype>>();
+ var externalNodes = new Dictionary<DungeonRoomPackPrototype, HashSet<Vector2i>>();
+ var fallbackTile = new Tile(_tileDefManager[prefab.Tile].TileId);
+
+ foreach (var pack in _prototype.EnumeratePrototypes<DungeonRoomPackPrototype>())
+ {
+ var size = pack.Size;
+ var sizePacks = roomPackProtos.GetOrNew(size);
+ sizePacks.Add(pack);
+
+ // Determine external connections; these are only valid when adjacent to a room node.
+ // We use this later to determine which room packs connect to each other
+ var nodes = new HashSet<Vector2i>();
+ externalNodes.Add(pack, nodes);
+
+ foreach (var room in pack.Rooms)
+ {
+ var rator = new Box2iEdgeEnumerator(room, false);
+
+ while (rator.MoveNext(out var index))
+ {
+ nodes.Add(index);
+ }
+ }
+ }
+
+ // Need to sort to make the RNG deterministic (at least without prototype changes).
+ foreach (var roomA in roomPackProtos.Values)
+ {
+ roomA.Sort((x, y) =>
+ string.Compare(x.ID, y.ID, StringComparison.Ordinal));
+ }
+
+ var roomProtos = new Dictionary<Vector2i, List<DungeonRoomPrototype>>();
+
+ foreach (var proto in _prototype.EnumeratePrototypes<DungeonRoomPrototype>())
+ {
+ var whitelisted = false;
+
+ foreach (var tag in prefab.RoomWhitelist)
+ {
+ if (proto.Tags.Contains(tag))
+ {
+ whitelisted = true;
+ break;
+ }
+ }
+
+ if (!whitelisted)
+ continue;
+
+ var size = proto.Size;
+ var sizeRooms = roomProtos.GetOrNew(size);
+ sizeRooms.Add(proto);
+ }
+
+ foreach (var roomA in roomProtos.Values)
+ {
+ roomA.Sort((x, y) =>
+ string.Compare(x.ID, y.ID, StringComparison.Ordinal));
+ }
+
+ // First we gather all of the edges for each roompack in the preset
+ // This allows us to determine which ones should connect from being adjacent
+ var edges = new HashSet<Vector2i>[gen.RoomPacks.Count];
+
+ for (var i = 0; i < gen.RoomPacks.Count; i++)
+ {
+ var pack = gen.RoomPacks[i];
+ var nodes = new HashSet<Vector2i>(pack.Width + 2 + pack.Height);
+
+ var rator = new Box2iEdgeEnumerator(pack, false);
+
+ while (rator.MoveNext(out var index))
+ {
+ nodes.Add(index);
+ }
+
+ edges[i] = nodes;
+ }
+
+ // Build up edge groups between each pack.
+ var connections = new Dictionary<int, Dictionary<int, HashSet<Vector2i>>>();
+
+ for (var i = 0; i < edges.Length; i++)
+ {
+ var nodes = edges[i];
+ var nodeConnections = connections.GetOrNew(i);
+
+ for (var j = i + 1; j < edges.Length; j++)
+ {
+ var otherNodes = edges[j];
+ var intersect = new HashSet<Vector2i>(nodes);
+
+ intersect.IntersectWith(otherNodes);
+
+ if (intersect.Count == 0)
+ continue;
+
+ nodeConnections[j] = intersect;
+ var otherNodeConnections = connections.GetOrNew(j);
+ otherNodeConnections[i] = intersect;
+ }
+ }
+
+ var tiles = new List<(Vector2i, Tile)>();
+ var dungeon = new Dungeon();
+ var availablePacks = new List<DungeonRoomPackPrototype>();
+ var chosenPacks = new DungeonRoomPackPrototype?[gen.RoomPacks.Count];
+ var packTransforms = new Matrix3[gen.RoomPacks.Count];
+ var packRotations = new Angle[gen.RoomPacks.Count];
+ var rotatedPackNodes = new HashSet<Vector2i>[gen.RoomPacks.Count];
+
+ // Actually pick the room packs and rooms
+ for (var i = 0; i < gen.RoomPacks.Count; i++)
+ {
+ var bounds = gen.RoomPacks[i];
+ var dimensions = new Vector2i(bounds.Width, bounds.Height);
+
+ // Try every pack rotation
+ if (roomPackProtos.TryGetValue(dimensions, out var roomPacks))
+ {
+ availablePacks.AddRange(roomPacks);
+ }
+
+ // Try rotated versions if there are any.
+ if (dimensions.X != dimensions.Y)
+ {
+ var rotatedDimensions = new Vector2i(dimensions.Y, dimensions.X);
+
+ if (roomPackProtos.TryGetValue(rotatedDimensions, out roomPacks))
+ {
+ availablePacks.AddRange(roomPacks);
+ }
+ }
+
+ // Iterate every pack
+ // To be valid it needs its edge nodes to overlap with every edge group
+ var external = connections[i];
+
+ random.Shuffle(availablePacks);
+ Matrix3 packTransform = default!;
+ var found = false;
+ DungeonRoomPackPrototype pack = default!;
+
+ foreach (var aPack in availablePacks)
+ {
+ var aExternal = externalNodes[aPack];
+
+ for (var j = 0; j < 4; j++)
+ {
+ var dir = (DirectionFlag) Math.Pow(2, j);
+ Vector2i aPackDimensions;
+
+ if ((dir & (DirectionFlag.East | DirectionFlag.West)) != 0x0)
+ {
+ aPackDimensions = new Vector2i(aPack.Size.Y, aPack.Size.X);
+ }
+ else
+ {
+ aPackDimensions = aPack.Size;
+ }
+
+ // Rotation doesn't match.
+ if (aPackDimensions != bounds.Size)
+ continue;
+
+ found = true;
+ var rotatedNodes = new HashSet<Vector2i>(aExternal.Count);
+ var aRotation = dir.AsDir().ToAngle();
+
+ // Get the external nodes in terms of the dungeon layout
+ // (i.e. rotated if necessary + translated to the room position)
+ foreach (var node in aExternal)
+ {
+ // Get the node in pack terms (offset from center), then rotate it
+ // Afterwards we offset it by where the pack is supposed to be in world terms.
+ var rotated = aRotation.RotateVec((Vector2) node + grid.TileSize / 2f - aPack.Size / 2f);
+ rotatedNodes.Add((rotated + bounds.Center).Floored());
+ }
+
+ foreach (var group in external.Values)
+ {
+ if (rotatedNodes.Overlaps(group))
+ continue;
+
+ found = false;
+ break;
+ }
+
+ if (!found)
+ {
+ continue;
+ }
+
+ // Use this pack
+ packTransform = Matrix3.CreateTransform(bounds.Center, aRotation);
+ packRotations[i] = aRotation;
+ rotatedPackNodes[i] = rotatedNodes;
+ pack = aPack;
+ break;
+ }
+
+ if (found)
+ break;
+ }
+
+ availablePacks.Clear();
+
+ // Oop
+ if (!found)
+ {
+ continue;
+ }
+
+ // If we're not the first pack then connect to our edges.
+ chosenPacks[i] = pack;
+ packTransforms[i] = packTransform;
+ }
+
+ // Then for overlaps choose either 1x1 / 3x1
+ // Pick a random tile for it and then expand outwards as relevant (weighted towards middle?)
+
+ for (var i = 0; i < chosenPacks.Length; i++)
+ {
+ var pack = chosenPacks[i]!;
+ var packTransform = packTransforms[i];
+ var packRotation = packRotations[i];
+
+ // Actual spawn cud here.
+ // Pickout the room pack template to get the room dimensions we need.
+ // TODO: Need to be able to load entities on top of other entities but das a lot of effo
+ var packCenter = (Vector2) pack.Size / 2;
+
+ foreach (var roomSize in pack.Rooms)
+ {
+ var roomDimensions = new Vector2i(roomSize.Width, roomSize.Height);
+ Angle roomRotation = Angle.Zero;
+ Matrix3 matty;
+
+ if (!roomProtos.TryGetValue(roomDimensions, out var roomProto))
+ {
+ roomDimensions = new Vector2i(roomDimensions.Y, roomDimensions.X);
+
+ if (!roomProtos.TryGetValue(roomDimensions, out roomProto))
+ {
+ Matrix3.Multiply(packTransform, dungeonTransform, out matty);
+
+ for (var x = roomSize.Left; x < roomSize.Right; x++)
+ {
+ for (var y = roomSize.Bottom; y < roomSize.Top; y++)
+ {
+ var index = matty.Transform(new Vector2(x, y) + grid.TileSize / 2f - packCenter).Floored();
+ tiles.Add((index, new Tile(_tileDefManager["FloorPlanetGrass"].TileId)));
+ }
+ }
+
+ grid.SetTiles(tiles);
+ tiles.Clear();
+ Logger.Error($"Unable to find room variant for {roomDimensions}, leaving empty.");
+ continue;
+ }
+
+ roomRotation = new Angle(Math.PI / 2);
+ Logger.Debug($"Using rotated variant for room");
+ }
+
+ if (roomDimensions.X == roomDimensions.Y)
+ {
+ // Give it a random rotation
+ roomRotation = random.Next(4) * Math.PI / 2;
+ }
+ else if (random.Next(2) == 1)
+ {
+ roomRotation += Math.PI;
+ }
+
+ var roomTransform = Matrix3.CreateTransform(roomSize.Center - packCenter, roomRotation);
+ var finalRoomRotation = roomRotation + packRotation + dungeonRotation;
+
+ Matrix3.Multiply(roomTransform, packTransform, out matty);
+ Matrix3.Multiply(matty, dungeonTransform, out var dungeonMatty);
+
+ var room = roomProto[random.Next(roomProto.Count)];
+ var roomMap = _dungeon.GetOrCreateTemplate(room);
+ var templateMapUid = _mapManager.GetMapEntityId(roomMap);
+ var templateGrid = _entManager.GetComponent<MapGridComponent>(templateMapUid);
+ var roomCenter = (room.Offset + room.Size / 2f) * grid.TileSize;
+ var roomTiles = new HashSet<Vector2i>(room.Size.X * room.Size.Y);
+
+ // Load tiles
+ for (var x = 0; x < room.Size.X; x++)
+ {
+ for (var y = 0; y < room.Size.Y; y++)
+ {
+ var indices = new Vector2i(x + room.Offset.X, y + room.Offset.Y);
+ var tileRef = templateGrid.GetTileRef(indices);
+
+ var tilePos = dungeonMatty.Transform((Vector2) indices + grid.TileSize / 2f - roomCenter);
+ var rounded = tilePos.Floored();
+ tiles.Add((rounded, tileRef.Tile));
+ roomTiles.Add(rounded);
+ }
+ }
+
+ var center = Vector2.Zero;
+
+ foreach (var tile in roomTiles)
+ {
+ center += ((Vector2) tile + grid.TileSize / 2f);
+ }
+
+ center /= roomTiles.Count;
+
+ dungeon.Rooms.Add(new DungeonRoom(roomTiles, center));
+ grid.SetTiles(tiles);
+ tiles.Clear();
+ var xformQuery = _entManager.GetEntityQuery<TransformComponent>();
+ var metaQuery = _entManager.GetEntityQuery<MetaDataComponent>();
+
+ // Load entities
+ // TODO: I don't think engine supports full entity copying so we do this piece of shit.
+ var bounds = new Box2(room.Offset, room.Offset + room.Size);
+
+ foreach (var templateEnt in _lookup.GetEntitiesIntersecting(templateMapUid, bounds, LookupFlags.Uncontained))
+ {
+ var templateXform = xformQuery.GetComponent(templateEnt);
+ var childPos = dungeonMatty.Transform(templateXform.LocalPosition - roomCenter);
+ var childRot = templateXform.LocalRotation + finalRoomRotation;
+ var protoId = metaQuery.GetComponent(templateEnt).EntityPrototype?.ID;
+
+ // TODO: Copy the templated entity as is with serv
+ var ent = _entManager.SpawnEntity(protoId,
+ new EntityCoordinates(gridUid, childPos));
+
+ var childXform = xformQuery.GetComponent(ent);
+ var anchored = templateXform.Anchored;
+ _transform.SetLocalRotation(ent, childRot, childXform);
+
+ // If the templated entity was anchored then anchor us too.
+ if (anchored && !childXform.Anchored)
+ _transform.AnchorEntity(ent, childXform, grid);
+ else if (!anchored && childXform.Anchored)
+ _transform.Unanchor(ent, childXform);
+ }
+
+ // Load decals
+ if (_entManager.TryGetComponent<DecalGridComponent>(templateMapUid, out var loadedDecals))
+ {
+ _entManager.EnsureComponent<DecalGridComponent>(gridUid);
+
+ foreach (var (_, decal) in _decals.GetDecalsIntersecting(templateMapUid, bounds, loadedDecals))
+ {
+ // Offset by 0.5 because decals are offset from bot-left corner
+ // So we convert it to center of tile then convert it back again after transform.
+ // Do these shenanigans because 32x32 decals assume as they are centered on bottom-left of tiles.
+ var position = dungeonMatty.Transform(decal.Coordinates + 0.5f - roomCenter);
+ position -= 0.5f;
+
+ // Umm uhh I love decals so uhhhh idk what to do about this
+ var angle = (decal.Angle + finalRoomRotation).Reduced();
+
+ // Adjust because 32x32 so we can't rotate cleanly
+ // Yeah idk about the uhh vectors here but it looked visually okay but they may still be off by 1.
+ // Also EyeManager.PixelsPerMeter should really be in shared.
+ if (angle.Equals(Math.PI))
+ {
+ position += new Vector2(-1f / 32f, 1f / 32f);
+ }
+ else if (angle.Equals(Math.PI * 1.5))
+ {
+ position += new Vector2(-1f / 32f, 0f);
+ }
+ else if (angle.Equals(Math.PI / 2f))
+ {
+ position += new Vector2(0f, 1f / 32f);
+ }
+
+ var tilePos = position.Floored();
+
+ // Fallback because uhhhhhhhh yeah, a corner tile might look valid on the original
+ // but place 1 nanometre off grid and fail the add.
+ if (!grid.TryGetTileRef(tilePos, out var tileRef) || tileRef.Tile.IsEmpty)
+ {
+ grid.SetTile(tilePos, fallbackTile);
+ }
+
+ var result = _decals.TryAddDecal(
+ decal.Id,
+ new EntityCoordinates(gridUid, position),
+ out _,
+ decal.Color,
+ angle,
+ decal.ZIndex,
+ decal.Cleanable);
+
+ DebugTools.Assert(result);
+ }
+ }
+
+ await SuspendIfOutOfTime();
+ ValidateResume();
+ }
+ }
+
+ return dungeon;
+ }
+}
--- /dev/null
+using System.Linq;
+using System.Threading.Tasks;
+using Content.Server.Light.Components;
+using Content.Shared.Physics;
+using Content.Shared.Procedural;
+using Content.Shared.Procedural.PostGeneration;
+using Content.Shared.Storage;
+using Robust.Shared.Map;
+using Robust.Shared.Map.Components;
+using Robust.Shared.Physics.Components;
+using Robust.Shared.Physics.Systems;
+using Robust.Shared.Random;
+using Robust.Shared.Utility;
+
+namespace Content.Server.Procedural;
+
+public sealed partial class DungeonJob
+{
+ /*
+ * Run after the main dungeon generation
+ */
+
+ private const int CollisionMask = (int) CollisionGroup.Impassable;
+ private const int CollisionLayer = (int) CollisionGroup.Impassable;
+
+ private async Task PostGen(BoundaryWallPostGen gen, Dungeon dungeon, EntityUid gridUid, MapGridComponent grid, Random random)
+ {
+ var tile = new Tile(_tileDefManager[gen.Tile].TileId);
+ var tiles = new List<(Vector2i Index, Tile Tile)>();
+
+ // Spawn wall outline
+ // - Tiles first
+ foreach (var room in dungeon.Rooms)
+ {
+ foreach (var index in room.Tiles)
+ {
+ for (var x = -1; x <= 1; x++)
+ {
+ for (var y = -1; y <= 1; y++)
+ {
+ var neighbor = new Vector2i(x + index.X, y + index.Y);
+
+ if (dungeon.RoomTiles.Contains(neighbor))
+ continue;
+
+ if (!_anchorable.TileFree(grid, neighbor, CollisionLayer, CollisionMask))
+ continue;
+
+ tiles.Add((neighbor, tile));
+ }
+ }
+ }
+ }
+
+ grid.SetTiles(tiles);
+
+ // Double iteration coz we bulk set tiles for speed.
+ for (var i = 0; i < tiles.Count; i++)
+ {
+ var index = tiles[i];
+ if (!_anchorable.TileFree(grid, index.Index, CollisionLayer, CollisionMask))
+ continue;
+
+ // If no cardinal neighbors in dungeon then we're a corner.
+ var isCorner = false;
+
+ if (gen.CornerWall != null)
+ {
+ isCorner = true;
+
+ for (var x = -1; x <= 1; x++)
+ {
+ for (var y = -1; y <= 1; y++)
+ {
+ if (x != 0 && y != 0)
+ {
+ continue;
+ }
+
+ var neighbor = new Vector2i(index.Index.X + x, index.Index.Y + y);
+
+ if (dungeon.RoomTiles.Contains(neighbor))
+ {
+ isCorner = false;
+ break;
+ }
+ }
+
+ if (!isCorner)
+ break;
+ }
+
+ if (isCorner)
+ _entManager.SpawnEntity(gen.CornerWall, grid.GridTileToLocal(index.Index));
+ }
+
+ if (!isCorner)
+ _entManager.SpawnEntity(gen.Wall, grid.GridTileToLocal(index.Index));
+
+ if (i % 10 == 0)
+ {
+ await SuspendIfOutOfTime();
+ ValidateResume();
+ }
+ }
+ }
+
+ private async Task PostGen(EntrancePostGen gen, Dungeon dungeon, EntityUid gridUid, MapGridComponent grid, Random random)
+ {
+ var rooms = new List<DungeonRoom>(dungeon.Rooms);
+ var roomTiles = new List<Vector2i>();
+ var tileData = new Tile(_tileDefManager[gen.Tile].TileId);
+ var count = gen.Count;
+
+ while (count > 0 && rooms.Count > 0)
+ {
+ var roomIndex = random.Next(rooms.Count);
+ var room = rooms[roomIndex];
+ rooms.RemoveAt(roomIndex);
+
+ // Move out 3 tiles in a direction away from center of the room
+ // If none of those intersect another tile it's probably external
+ // TODO: Maybe need to take top half of furthest rooms in case there's interior exits?
+ roomTiles.AddRange(room.Tiles);
+ random.Shuffle(roomTiles);
+
+ foreach (var tile in roomTiles)
+ {
+ // Check the interior node is at least accessible?
+ // Can't do anchored because it might be a locker or something.
+ // TODO: Better collision mask check
+ if (_lookup.GetEntitiesIntersecting(gridUid, tile, LookupFlags.Dynamic | LookupFlags.Static).Any())
+ continue;
+
+ var direction = (tile - room.Center).ToAngle().GetCardinalDir().ToAngle().ToVec();
+ var isValid = true;
+
+ for (var j = 1; j < 4; j++)
+ {
+ var neighbor = (tile + direction * j).Floored();
+
+ // If it's an interior tile or blocked.
+ if (dungeon.RoomTiles.Contains(neighbor) || _lookup.GetEntitiesIntersecting(gridUid, neighbor, LookupFlags.Dynamic | LookupFlags.Static).Any())
+ {
+ isValid = false;
+ break;
+ }
+ }
+
+ if (!isValid)
+ continue;
+
+ var entrancePos = (tile + direction).Floored();
+
+ // Entrance wew
+ grid.SetTile(entrancePos, tileData);
+ ClearDoor(dungeon, grid, entrancePos);
+ var gridCoords = grid.GridTileToLocal(entrancePos);
+ // Need to offset the spawn to avoid spawning in the room.
+ _entManager.SpawnEntity(gen.Door, gridCoords);
+ count--;
+
+ // Clear out any biome tiles nearby to avoid blocking it
+ foreach (var nearTile in grid.GetTilesIntersecting(new Circle(gridCoords.Position, 1.5f), false))
+ {
+ if (dungeon.RoomTiles.Contains(nearTile.GridIndices))
+ continue;
+
+ grid.SetTile(nearTile.GridIndices, tileData);
+ }
+
+ break;
+ }
+
+ roomTiles.Clear();
+ }
+ }
+
+ private async Task PostGen(ExternalWindowPostGen gen, Dungeon dungeon, EntityUid gridUid, MapGridComponent grid,
+ Random random)
+ {
+ // Iterate every room with N chance to spawn windows on that wall per cardinal dir.
+ var chance = 0.25;
+ var distance = 10;
+
+ foreach (var room in dungeon.Rooms)
+ {
+ var validTiles = new List<Vector2i>();
+
+ for (var i = 0; i < 4; i++)
+ {
+ var dir = (DirectionFlag) Math.Pow(2, i);
+ var dirVec = dir.AsDir().ToIntVec();
+
+ foreach (var tile in room.Tiles)
+ {
+ var tileAngle = ((Vector2) tile + grid.TileSize / 2f - room.Center).ToAngle();
+ var roundedAngle = Math.Round(tileAngle.Theta / (Math.PI / 2)) * (Math.PI / 2);
+
+ var tileVec = (Vector2i) new Angle(roundedAngle).ToVec().Rounded();
+
+ if (!tileVec.Equals(dirVec))
+ continue;
+
+ var valid = true;
+
+ for (var j = 1; j < distance; j++)
+ {
+ var edgeNeighbor = tile + dirVec * j;
+
+ if (dungeon.RoomTiles.Contains(edgeNeighbor))
+ {
+ valid = false;
+ break;
+ }
+ }
+
+ if (!valid)
+ continue;
+
+ var windowTile = tile + dirVec;
+
+ if (!_anchorable.TileFree(grid, windowTile, CollisionLayer, CollisionMask))
+ continue;
+
+ validTiles.Add(windowTile);
+ }
+
+ if (validTiles.Count == 0 || random.NextDouble() > chance)
+ continue;
+
+ validTiles.Sort((x, y) => ((Vector2) x + grid.TileSize / 2f - room.Center).LengthSquared.CompareTo(((Vector2) y + grid.TileSize / 2f - room.Center).LengthSquared));
+
+ for (var j = 0; j < Math.Min(validTiles.Count, 3); j++)
+ {
+ var tile = validTiles[j];
+ var gridPos = grid.GridTileToLocal(tile);
+ grid.SetTile(tile, new Tile(_tileDefManager[gen.Tile].TileId));
+
+ foreach (var ent in gen.Entities)
+ {
+ _entManager.SpawnEntity(ent, gridPos);
+ }
+ }
+
+ if (validTiles.Count > 0)
+ {
+ await SuspendIfOutOfTime();
+ ValidateResume();
+ }
+
+ validTiles.Clear();
+ }
+ }
+ }
+
+ /*
+ * You may be wondering why these are different.
+ * It's because for internals we want to force it as it looks nicer and not leave it up to chance.
+ */
+
+ // TODO: Can probably combine these a bit, their differences are in really annoying to pull out spots.
+
+ private async Task PostGen(InternalWindowPostGen gen, Dungeon dungeon, EntityUid gridUid, MapGridComponent grid,
+ Random random)
+ {
+ // Iterate every room and check if there's a gap beyond it that leads to another room within N tiles
+ // If so then consider windows
+ var minDistance = 4;
+ var maxDistance = 6;
+
+ foreach (var room in dungeon.Rooms)
+ {
+ var validTiles = new List<Vector2i>();
+
+ for (var i = 0; i < 4; i++)
+ {
+ var dir = (DirectionFlag) Math.Pow(2, i);
+ var dirVec = dir.AsDir().ToIntVec();
+
+ foreach (var tile in room.Tiles)
+ {
+ var tileAngle = ((Vector2) tile + grid.TileSize / 2f - room.Center).ToAngle();
+ var roundedAngle = Math.Round(tileAngle.Theta / (Math.PI / 2)) * (Math.PI / 2);
+
+ var tileVec = (Vector2i) new Angle(roundedAngle).ToVec().Rounded();
+
+ if (!tileVec.Equals(dirVec))
+ continue;
+
+ var valid = false;
+
+ for (var j = 1; j < maxDistance; j++)
+ {
+ var edgeNeighbor = tile + dirVec * j;
+
+ if (dungeon.RoomTiles.Contains(edgeNeighbor))
+ {
+ if (j < minDistance)
+ {
+ valid = false;
+ }
+ else
+ {
+ valid = true;
+ }
+
+ break;
+ }
+ }
+
+ if (!valid)
+ continue;
+
+ var windowTile = tile + dirVec;
+
+ if (!_anchorable.TileFree(grid, windowTile, CollisionLayer, CollisionMask))
+ continue;
+
+ validTiles.Add(windowTile);
+ }
+
+ validTiles.Sort((x, y) => ((Vector2) x + grid.TileSize / 2f - room.Center).LengthSquared.CompareTo(((Vector2) y + grid.TileSize / 2f - room.Center).LengthSquared));
+
+ for (var j = 0; j < Math.Min(validTiles.Count, 3); j++)
+ {
+ var tile = validTiles[j];
+ var gridPos = grid.GridTileToLocal(tile);
+ grid.SetTile(tile, new Tile(_tileDefManager[gen.Tile].TileId));
+
+ foreach (var ent in gen.Entities)
+ {
+ _entManager.SpawnEntity(ent, gridPos);
+ }
+ }
+
+ if (validTiles.Count > 0)
+ {
+ await SuspendIfOutOfTime();
+ ValidateResume();
+ }
+
+ validTiles.Clear();
+ }
+ }
+ }
+
+ private async Task PostGen(MiddleConnectionPostGen gen, Dungeon dungeon, EntityUid gridUid, MapGridComponent grid, Random random)
+ {
+ // TODO: Need a minimal spanning tree version tbh
+
+ // Grab all of the room bounds
+ // Then, work out connections between them
+ var roomBorders = new Dictionary<DungeonRoom, HashSet<Vector2i>>(dungeon.Rooms.Count);
+
+ foreach (var room in dungeon.Rooms)
+ {
+ var roomEdges = new HashSet<Vector2i>();
+
+ foreach (var index in room.Tiles)
+ {
+ for (var x = -1; x <= 1; x++)
+ {
+ for (var y = -1; y <= 1; y++)
+ {
+ // Cardinals only
+ if (x != 0 && y != 0 ||
+ x == 0 && y == 0)
+ {
+ continue;
+ }
+
+ var neighbor = new Vector2i(index.X + x, index.Y + y);
+
+ if (dungeon.RoomTiles.Contains(neighbor))
+ continue;
+
+ if (!_anchorable.TileFree(grid, neighbor, CollisionLayer, CollisionMask))
+ continue;
+
+ roomEdges.Add(neighbor);
+ }
+ }
+ }
+
+ roomBorders.Add(room, roomEdges);
+ }
+
+ // Do pathfind from first room to work out graph.
+ // TODO: Optional loops
+
+ var roomConnections = new Dictionary<DungeonRoom, List<DungeonRoom>>();
+ var frontier = new Queue<DungeonRoom>();
+ frontier.Enqueue(dungeon.Rooms.First());
+ var tile = new Tile(_tileDefManager[gen.Tile].TileId);
+
+ foreach (var (room, border) in roomBorders)
+ {
+ var conns = roomConnections.GetOrNew(room);
+
+ foreach (var (otherRoom, otherBorders) in roomBorders)
+ {
+ if (room.Equals(otherRoom) ||
+ conns.Contains(otherRoom))
+ {
+ continue;
+ }
+
+ var flipp = new HashSet<Vector2i>(border);
+ flipp.IntersectWith(otherBorders);
+
+ if (flipp.Count == 0 ||
+ gen.OverlapCount != -1 && flipp.Count != gen.OverlapCount)
+ continue;
+
+ var center = Vector2.Zero;
+
+ foreach (var node in flipp)
+ {
+ center += (Vector2) node + grid.TileSize / 2f;
+ }
+
+ center /= flipp.Count;
+ // Weight airlocks towards center more.
+ var nodeDistances = new List<(Vector2i Node, float Distance)>(flipp.Count);
+
+ foreach (var node in flipp)
+ {
+ nodeDistances.Add((node, ((Vector2) node + grid.TileSize / 2f - center).LengthSquared));
+ }
+
+ nodeDistances.Sort((x, y) => x.Distance.CompareTo(y.Distance));
+
+ var width = gen.Count;
+
+ for (var i = 0; i < nodeDistances.Count; i++)
+ {
+ var node = nodeDistances[i].Node;
+ var gridPos = grid.GridTileToLocal(node);
+ if (!_anchorable.TileFree(grid, node, CollisionLayer, CollisionMask))
+ continue;
+
+ width--;
+ grid.SetTile(node, tile);
+
+ if (gen.EdgeEntities != null && nodeDistances.Count - i <= 2)
+ {
+ foreach (var ent in gen.EdgeEntities)
+ {
+ _entManager.SpawnEntity(ent, gridPos);
+ }
+ }
+ else
+ {
+ // Iterate neighbors and check for blockers, if so bulldoze
+ ClearDoor(dungeon, grid, node);
+
+ foreach (var ent in gen.Entities)
+ {
+ _entManager.SpawnEntity(ent, gridPos);
+ }
+ }
+
+ if (width == 0)
+ break;
+ }
+
+ conns.Add(otherRoom);
+ var otherConns = roomConnections.GetOrNew(otherRoom);
+ otherConns.Add(room);
+ await SuspendIfOutOfTime();
+ ValidateResume();
+ }
+ }
+ }
+
+ /// <summary>
+ /// Removes any unwanted obstacles around a door tile.
+ /// </summary>
+ private void ClearDoor(Dungeon dungeon, MapGridComponent grid, Vector2i indices, bool strict = false)
+ {
+ var flags = strict
+ ? LookupFlags.Dynamic | LookupFlags.Static | LookupFlags.StaticSundries
+ : LookupFlags.Dynamic | LookupFlags.Static;
+ var physicsQuery = _entManager.GetEntityQuery<PhysicsComponent>();
+
+ for (var x = -1; x <= 1; x++)
+ {
+ for (var y = -1; y <= 1; y++)
+ {
+ if (x != 0 && y != 0)
+ continue;
+
+ var neighbor = new Vector2i(indices.X + x, indices.Y + y);
+
+ if (!dungeon.RoomTiles.Contains(neighbor))
+ continue;
+
+ foreach (var ent in _lookup.GetEntitiesIntersecting(_gridUid, neighbor, flags))
+ {
+ if (!physicsQuery.TryGetComponent(ent, out var physics) ||
+ (CollisionMask & physics.CollisionLayer) == 0x0 &&
+ (CollisionLayer & physics.CollisionMask) == 0x0)
+ {
+ continue;
+ }
+
+ _entManager.DeleteEntity(ent);
+ }
+ }
+ }
+ }
+
+ private async Task PostGen(WallMountPostGen gen, Dungeon dungeon, EntityUid gridUid, MapGridComponent grid,
+ Random random)
+ {
+ var tileDef = new Tile(_tileDefManager[gen.Tile].TileId);
+ var checkedTiles = new HashSet<Vector2i>();
+
+ foreach (var room in dungeon.Rooms)
+ {
+ foreach (var tile in room.Tiles)
+ {
+ for (var x = -1; x <= 1; x++)
+ {
+ for (var y = -1; y <= 1; y++)
+ {
+ if (x != 0 && y != 0)
+ {
+ continue;
+ }
+
+ var neighbor = new Vector2i(tile.X + x, tile.Y + y);
+
+ // Occupado
+ if (dungeon.RoomTiles.Contains(neighbor) || checkedTiles.Contains(neighbor) || !_anchorable.TileFree(grid, neighbor, CollisionLayer, CollisionMask))
+ continue;
+
+ if (!random.Prob(gen.Prob) || !checkedTiles.Add(neighbor))
+ continue;
+
+ grid.SetTile(neighbor, tileDef);
+ var gridPos = grid.GridTileToLocal(neighbor);
+
+ foreach (var ent in EntitySpawnCollection.GetSpawns(gen.Spawns, random))
+ {
+ _entManager.SpawnEntity(ent, gridPos);
+ }
+ }
+ }
+ }
+ }
+ }
+}
--- /dev/null
+using System.Threading;
+using System.Threading.Tasks;
+using Content.Server.Construction;
+using Content.Server.CPUJob.JobQueues;
+using Content.Server.Decals;
+using Content.Shared.Procedural;
+using Content.Shared.Procedural.DungeonGenerators;
+using Content.Shared.Procedural.PostGeneration;
+using Robust.Shared.Map;
+using Robust.Shared.Map.Components;
+using Robust.Shared.Prototypes;
+
+namespace Content.Server.Procedural;
+
+public sealed partial class DungeonJob : Job<Dungeon>
+{
+ private readonly IEntityManager _entManager;
+ private readonly IMapManager _mapManager;
+ 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 SharedTransformSystem _transform;
+
+ private readonly DungeonConfigPrototype _gen;
+ private readonly int _seed;
+ private readonly Vector2 _position;
+
+ private readonly MapGridComponent _grid;
+ private readonly EntityUid _gridUid;
+
+ private readonly ISawmill _sawmill;
+
+ public DungeonJob(
+ ISawmill sawmill,
+ double maxTime,
+ IEntityManager entManager,
+ IMapManager mapManager,
+ IPrototypeManager prototype,
+ ITileDefinitionManager tileDefManager,
+ AnchorableSystem anchorable,
+ DecalSystem decals,
+ DungeonSystem dungeon,
+ EntityLookupSystem lookup,
+ SharedTransformSystem transform,
+ DungeonConfigPrototype gen,
+ MapGridComponent grid,
+ EntityUid gridUid,
+ int seed,
+ Vector2 position,
+ CancellationToken cancellation = default) : base(maxTime, cancellation)
+ {
+ _sawmill = sawmill;
+ _entManager = entManager;
+ _mapManager = mapManager;
+ _prototype = prototype;
+ _tileDefManager = tileDefManager;
+
+ _anchorable = anchorable;
+ _decals = decals;
+ _dungeon = dungeon;
+ _lookup = lookup;
+ _transform = transform;
+
+ _gen = gen;
+ _grid = grid;
+ _gridUid = gridUid;
+ _seed = seed;
+ _position = position;
+ }
+
+ protected override async Task<Dungeon?> Process()
+ {
+ Dungeon dungeon;
+ _sawmill.Info($"Generating dungeon {_gen.ID} with seed {_seed} on {_entManager.ToPrettyString(_gridUid)}");
+
+ switch (_gen.Generator)
+ {
+ case PrefabDunGen prefab:
+ dungeon = await GeneratePrefabDungeon(prefab, _gridUid, _grid, _seed);
+ break;
+ default:
+ throw new NotImplementedException();
+ }
+
+ foreach (var room in dungeon.Rooms)
+ {
+ dungeon.RoomTiles.UnionWith(room.Tiles);
+ }
+
+ // To make it slightly more deterministic treat this RNG as separate ig.
+ var random = new Random(_seed);
+
+ foreach (var post in _gen.PostGeneration)
+ {
+ _sawmill.Debug($"Doing postgen {post.GetType()} for {_gen.ID} with seed {_seed}");
+
+ switch (post)
+ {
+ case MiddleConnectionPostGen dordor:
+ await PostGen(dordor, dungeon, _gridUid, _grid, random);
+ break;
+ case EntrancePostGen entrance:
+ await PostGen(entrance, dungeon, _gridUid, _grid, random);
+ break;
+ case ExternalWindowPostGen externalWindow:
+ await PostGen(externalWindow, dungeon, _gridUid, _grid, random);
+ break;
+ case InternalWindowPostGen internalWindow:
+ await PostGen(internalWindow, dungeon, _gridUid, _grid, random);
+ break;
+ case BoundaryWallPostGen boundary:
+ await PostGen(boundary, dungeon, _gridUid, _grid, random);
+ break;
+ case WallMountPostGen wall:
+ await PostGen(wall, dungeon, _gridUid, _grid, random);
+ break;
+ default:
+ throw new NotImplementedException();
+ }
+
+ await SuspendIfOutOfTime();
+ ValidateResume();
+ }
+
+ return dungeon;
+ }
+
+ private bool ValidateResume()
+ {
+ if (_entManager.Deleted(_gridUid))
+ return false;
+
+ return true;
+ }
+}
--- /dev/null
+using System.Threading.Tasks;
+using Content.Server.Administration;
+using Content.Shared.Administration;
+using Content.Shared.Procedural;
+using Content.Shared.Procedural.DungeonGenerators;
+using Robust.Shared.Console;
+using Robust.Shared.Map;
+using Robust.Shared.Map.Components;
+
+namespace Content.Server.Procedural;
+
+public sealed partial class DungeonSystem
+{
+ /// <summary>
+ /// Generates a dungeon via command.
+ /// </summary>
+ [AdminCommand(AdminFlags.Fun)]
+ private async void GenerateDungeon(IConsoleShell shell, string argstr, string[] args)
+ {
+ if (args.Length < 4)
+ {
+ shell.WriteError("cmd-dungen-arg-count");
+ return;
+ }
+
+ if (!int.TryParse(args[0], out var mapInt))
+ {
+ shell.WriteError("cmd-dungen-map-parse");
+ return;
+ }
+
+ var mapId = new MapId(mapInt);
+ var mapUid = _mapManager.GetMapEntityId(mapId);
+
+ if (!TryComp<MapGridComponent>(mapUid, out var mapGrid))
+ {
+ shell.WriteError(Loc.GetString("cmd-dungen-mapgrid"));
+ return;
+ }
+
+ if (!_prototype.TryIndex<DungeonConfigPrototype>(args[1], out var dungeon))
+ {
+ shell.WriteError(Loc.GetString("cmd-dungen-config"));
+ return;
+ }
+
+ if (!int.TryParse(args[2], out var posX) || !int.TryParse(args[3], out var posY))
+ {
+ shell.WriteError(Loc.GetString("cmd-dungen-pos"));
+ return;
+ }
+
+ var position = new Vector2(posX, posY);
+ int seed;
+
+ if (args.Length >= 5)
+ {
+ if (!int.TryParse(args[4], out seed))
+ {
+ shell.WriteError(Loc.GetString("cmd-dungen-seed"));
+ return;
+ }
+ }
+ else
+ {
+ seed = new Random().Next();
+ }
+
+ shell.WriteLine(Loc.GetString("cmd-dungen-start", ("seed", seed)));
+ GenerateDungeon(dungeon, mapUid, mapGrid, position, seed);
+ }
+
+ private CompletionResult CompletionCallback(IConsoleShell shell, string[] args)
+ {
+ if (args.Length == 1)
+ {
+ return CompletionResult.FromHintOptions(CompletionHelper.MapIds(EntityManager), Loc.GetString("cmd-dungen-hint-map"));
+ }
+
+ if (args.Length == 2)
+ {
+ return CompletionResult.FromHintOptions(CompletionHelper.PrototypeIDs<DungeonConfigPrototype>(proto: _prototype), Loc.GetString("cmd-dungen-hint-config"));
+ }
+
+ if (args.Length == 3)
+ {
+ return CompletionResult.FromHint(Loc.GetString("cmd-dungen-hint-posx"));
+ }
+
+ if (args.Length == 4)
+ {
+ return CompletionResult.FromHint(Loc.GetString("cmd-dungen-hint-posy"));
+ }
+
+ if (args.Length == 5)
+ {
+ return CompletionResult.FromHint(Loc.GetString("cmd-dungen-hint-seed"));
+ }
+
+ return CompletionResult.Empty;
+ }
+}
--- /dev/null
+using System.Threading;
+using System.Threading.Tasks;
+using Content.Server.Construction;
+using Content.Server.CPUJob.JobQueues.Queues;
+using Content.Server.Decals;
+using Content.Server.GameTicking.Events;
+using Content.Shared.CCVar;
+using Content.Shared.Procedural;
+using Robust.Server.GameObjects;
+using Robust.Shared.Configuration;
+using Robust.Shared.Console;
+using Robust.Shared.Map;
+using Robust.Shared.Map.Components;
+using Robust.Shared.Prototypes;
+
+namespace Content.Server.Procedural;
+
+public sealed partial class DungeonSystem : EntitySystem
+{
+ [Dependency] private readonly IConfigurationManager _configManager = default!;
+ [Dependency] private readonly IConsoleHost _console = default!;
+ [Dependency] private readonly IMapManager _mapManager = default!;
+ [Dependency] private readonly IPrototypeManager _prototype = default!;
+ [Dependency] private readonly ITileDefinitionManager _tileDefManager = default!;
+ [Dependency] private readonly AnchorableSystem _anchorable = default!;
+ [Dependency] private readonly DecalSystem _decals = default!;
+ [Dependency] private readonly EntityLookupSystem _lookup = default!;
+ [Dependency] private readonly MapLoaderSystem _loader = default!;
+ [Dependency] private readonly SharedTransformSystem _transform = default!;
+
+ private ISawmill _sawmill = default!;
+
+ private const double DungeonJobTime = 0.005;
+
+ private readonly JobQueue _dungeonJobQueue = new(DungeonJobTime);
+ private readonly Dictionary<DungeonJob, CancellationTokenSource> _dungeonJobs = new();
+
+ public override void Initialize()
+ {
+ base.Initialize();
+ _sawmill = Logger.GetSawmill("dungen");
+ _console.RegisterCommand("dungen", Loc.GetString("cmd-dungen-desc"), Loc.GetString("cmd-dungen-help"), GenerateDungeon, CompletionCallback);
+ _prototype.PrototypesReloaded += PrototypeReload;
+ SubscribeLocalEvent<RoundStartingEvent>(OnRoundStart);
+ }
+
+ public override void Update(float frameTime)
+ {
+ base.Update(frameTime);
+ _dungeonJobQueue.Process();
+ }
+
+ private void OnRoundStart(RoundStartingEvent ev)
+ {
+ foreach (var token in _dungeonJobs.Values)
+ {
+ token.Cancel();
+ }
+
+ _dungeonJobs.Clear();
+ var query = AllEntityQuery<DungeonAtlasTemplateComponent>();
+
+ while (query.MoveNext(out var uid, out _))
+ {
+ QueueDel(uid);
+ }
+
+ if (!_configManager.GetCVar(CCVars.ProcgenPreload))
+ return;
+
+ // Force all templates to be setup.
+ foreach (var room in _prototype.EnumeratePrototypes<DungeonRoomPrototype>())
+ {
+ GetOrCreateTemplate(room);
+ }
+ }
+
+ public override void Shutdown()
+ {
+ base.Shutdown();
+ _prototype.PrototypesReloaded -= PrototypeReload;
+
+ foreach (var token in _dungeonJobs.Values)
+ {
+ token.Cancel();
+ }
+
+ _dungeonJobs.Clear();
+ }
+
+ private void PrototypeReload(PrototypesReloadedEventArgs obj)
+ {
+ if (!obj.ByType.TryGetValue(typeof(DungeonRoomPrototype), out var rooms))
+ {
+ return;
+ }
+
+ foreach (var proto in rooms.Modified.Values)
+ {
+ var roomProto = (DungeonRoomPrototype) proto;
+ var query = AllEntityQuery<DungeonAtlasTemplateComponent>();
+
+ while (query.MoveNext(out var uid, out var comp))
+ {
+ if (!roomProto.AtlasPath.Equals(comp.Path))
+ continue;
+
+ QueueDel(uid);
+ break;
+ }
+ }
+
+ if (!_configManager.GetCVar(CCVars.ProcgenPreload))
+ return;
+
+ foreach (var proto in rooms.Modified.Values)
+ {
+ var roomProto = (DungeonRoomPrototype) proto;
+ var query = AllEntityQuery<DungeonAtlasTemplateComponent>();
+ var found = false;
+
+ while (query.MoveNext(out var comp))
+ {
+ if (!roomProto.AtlasPath.Equals(comp.Path))
+ continue;
+
+ found = true;
+ break;
+ }
+
+ if (!found)
+ {
+ GetOrCreateTemplate(roomProto);
+ }
+ }
+ }
+
+ public MapId GetOrCreateTemplate(DungeonRoomPrototype proto)
+ {
+ var query = AllEntityQuery<DungeonAtlasTemplateComponent>();
+ DungeonAtlasTemplateComponent? comp;
+
+ while (query.MoveNext(out var uid, out comp))
+ {
+ // Exists
+ if (comp.Path?.Equals(proto.AtlasPath) == true)
+ return Transform(uid).MapID;
+ }
+
+ var mapId = _mapManager.CreateMap();
+ _loader.Load(mapId, proto.AtlasPath.ToString());
+ var mapUid = _mapManager.GetMapEntityId(mapId);
+ _mapManager.SetMapPaused(mapId, true);
+ comp = AddComp<DungeonAtlasTemplateComponent>(mapUid);
+ comp.Path = proto.AtlasPath;
+ return mapId;
+ }
+
+ public void GenerateDungeon(DungeonConfigPrototype gen,
+ EntityUid gridUid,
+ MapGridComponent grid,
+ Vector2 position,
+ int seed)
+ {
+ var cancelToken = new CancellationTokenSource();
+ var job = new DungeonJob(
+ _sawmill,
+ DungeonJobTime,
+ EntityManager,
+ _mapManager,
+ _prototype,
+ _tileDefManager,
+ _anchorable,
+ _decals,
+ this,
+ _lookup,
+ _transform,
+ gen,
+ grid,
+ gridUid,
+ seed,
+ position,
+ cancelToken.Token);
+
+ _dungeonJobs.Add(job, cancelToken);
+ _dungeonJobQueue.EnqueueJob(job);
+ job.Run();
+ }
+
+ public async Task<Dungeon> GenerateDungeonAsync(
+ DungeonConfigPrototype gen,
+ EntityUid gridUid,
+ MapGridComponent grid,
+ Vector2 position,
+ int seed)
+ {
+ var cancelToken = new CancellationTokenSource();
+ var job = new DungeonJob(
+ _sawmill,
+ DungeonJobTime,
+ EntityManager,
+ _mapManager,
+ _prototype,
+ _tileDefManager,
+ _anchorable,
+ _decals,
+ this,
+ _lookup,
+ _transform,
+ gen,
+ grid,
+ gridUid,
+ seed,
+ position,
+ cancelToken.Token);
+
+ _dungeonJobs.Add(job, cancelToken);
+ _dungeonJobQueue.EnqueueJob(job);
+ job.Run();
+ await job.AsTask;
+
+ if (job.Exception != null)
+ {
+ throw job.Exception;
+ }
+
+ return job.Result!;
+ }
+
+ public Angle GetDungeonRotation(int seed)
+ {
+ // Mask 0 | 1 for rotation seed
+ var dungeonRotationSeed = 3 & seed;
+ return Math.PI / 2 * dungeonRotationSeed;
+ }
+}
public string ID { get; } = default!;
/// <summary>
- /// Relative directory path to the given map, i.e. `Maps/Salvage/test.yml`
+ /// Relative directory path to the given map, i.e. `Maps/Salvage/template.yml`
/// </summary>
[DataField("mapPath", required: true)]
public ResourcePath MapPath { get; } = default!;
using Robust.Shared.Random;
using Robust.Shared.Utility;
using System.Linq;
+using Content.Server.Cargo.Systems;
+using Content.Server.NPC.Pathfinding;
+using Content.Server.Parallax;
+using Content.Server.Procedural;
+using Content.Server.Station.Systems;
+using Robust.Shared.Timing;
namespace Content.Server.Salvage
{
- public sealed class SalvageSystem : EntitySystem
+ public sealed partial class SalvageSystem : SharedSalvageSystem
{
+ [Dependency] private readonly IConfigurationManager _configurationManager = default!;
+ [Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
- [Dependency] private readonly IConfigurationManager _configurationManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
+ [Dependency] private readonly BiomeSystem _biome = default!;
+ [Dependency] private readonly CargoSystem _cargo = default!;
+ [Dependency] private readonly DungeonSystem _dungeon = default!;
[Dependency] private readonly MapLoaderSystem _map = default!;
+ [Dependency] private readonly PathfindingSystem _pathfinding = default!;
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
[Dependency] private readonly RadioSystem _radioSystem = default!;
[Dependency] private readonly SharedAppearanceSystem _appearanceSystem = default!;
+ [Dependency] private readonly StationSystem _station = default!;
+ [Dependency] private readonly UserInterfaceSystem _ui = default!;
private static readonly int SalvageLocationPlaceAttempts = 16;
// TODO: This is probably not compatible with multi-station
private readonly Dictionary<EntityUid, SalvageGridState> _salvageGridStates = new();
+ private ISawmill _sawmill = default!;
+
public override void Initialize()
{
base.Initialize();
+ _sawmill = Logger.GetSawmill("salvage");
SubscribeLocalEvent<SalvageMagnetComponent, InteractHandEvent>(OnInteractHand);
SubscribeLocalEvent<SalvageMagnetComponent, ExaminedEvent>(OnExamined);
SubscribeLocalEvent<SalvageMagnetComponent, ComponentShutdown>(OnMagnetRemoval);
/// <summary>
/// Raised when <see cref="ShuttleSystem.FasterThanLight"/> has completed FTL Travel.
/// </summary>
-public sealed class HyperspaceJumpCompletedEvent: EntityEventArgs {}
+[ByRefEvent]
+public readonly record struct FTLCompletedEvent;
SubscribeLocalEvent<PilotComponent, MoveEvent>(HandlePilotMove);
SubscribeLocalEvent<PilotComponent, ComponentGetState>(OnGetState);
+
+ SubscribeLocalEvent<FTLDestinationComponent, ComponentStartup>(OnFtlDestStartup);
+ SubscribeLocalEvent<FTLDestinationComponent, ComponentShutdown>(OnFtlDestShutdown);
+ }
+
+ private void OnFtlDestStartup(EntityUid uid, FTLDestinationComponent component, ComponentStartup args)
+ {
+ RefreshShuttleConsoles();
+ }
+
+ private void OnFtlDestShutdown(EntityUid uid, FTLDestinationComponent component, ComponentShutdown args)
+ {
+ RefreshShuttleConsoles();
}
private void OnDestinationMessage(EntityUid uid, ShuttleConsoleComponent component, ShuttleConsoleDestinationMessage args)
return;
}
- _shuttle.FTLTravel(shuttle, args.Destination, hyperspaceTime: _shuttle.TransitTime);
+ _shuttle.FTLTravel(shuttle, args.Destination);
}
private void OnDock(DockEvent ev)
var canTravel = !locked &&
comp.Enabled &&
- !Paused(comp.Owner, meta) &&
(!TryComp<FTLComponent>(comp.Owner, out var ftl) || ftl.State == FTLState.Cooldown);
// Can't travel to same map.
using Content.Shared.Buckle.Components;
using Content.Shared.Doors.Components;
using Robust.Shared.Map.Components;
+using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
namespace Content.Server.Shuttles.Systems;
private void InitializeFTL()
{
SubscribeLocalEvent<StationGridAddedEvent>(OnStationGridAdd);
- SubscribeLocalEvent<FTLDestinationComponent, EntityPausedEvent>(OnDestinationPause);
- }
-
- private void OnDestinationPause(EntityUid uid, FTLDestinationComponent component, ref EntityPausedEvent args)
- {
- _console.RefreshShuttleConsoles();
}
private void OnStationGridAdd(StationGridAddedEvent ev)
if (comp.Accumulator > 0f) continue;
- var xform = Transform(comp.Owner);
+ var uid = comp.Owner;
+ var xform = Transform(uid);
PhysicsComponent? body;
ShuttleComponent? shuttle;
comp.State = FTLState.Travelling;
- var width = Comp<MapGridComponent>(comp.Owner).LocalAABB.Width;
+ var width = Comp<MapGridComponent>(uid).LocalAABB.Width;
xform.Coordinates = new EntityCoordinates(_mapManager.GetMapEntityId(_hyperSpaceMap!.Value), new Vector2(_index + width / 2f, 0f));
xform.LocalRotation = Angle.Zero;
_index += width + Buffer;
comp.Accumulator += comp.TravelTime - DefaultArrivalTime;
- if (TryComp(comp.Owner, out body))
+ if (TryComp(uid, out body))
{
- _physics.SetLinearVelocity(comp.Owner, new Vector2(0f, 20f), body: body);
- _physics.SetAngularVelocity(comp.Owner, 0f, body: body);
+ Enable(uid, body);
+ _physics.SetLinearVelocity(uid, new Vector2(0f, 20f), body: body);
+ _physics.SetAngularVelocity(uid, 0f, body: body);
_physics.SetLinearDamping(body, 0f);
_physics.SetAngularDamping(body, 0f);
}
if (comp.TravelSound != null)
{
comp.TravelStream = SoundSystem.Play(comp.TravelSound.GetSound(),
- Filter.Pvs(comp.Owner, 4f, entityManager: EntityManager), comp.TravelSound.Params);
+ Filter.Pvs(uid, 4f, entityManager: EntityManager), comp.TravelSound.Params);
}
- SetDockBolts(comp.Owner, true);
- _console.RefreshShuttleConsoles(comp.Owner);
+ SetDockBolts(uid, true);
+ _console.RefreshShuttleConsoles(uid);
break;
// Arriving, play effects
case FTLState.Travelling:
// TODO: Arrival effects
// For now we'll just use the ss13 bubbles but we can do fancier.
- if (TryComp(comp.Owner, out shuttle))
+ if (TryComp(uid, out shuttle))
{
_thruster.DisableLinearThrusters(shuttle);
_thruster.EnableLinearThrustDirection(shuttle, DirectionFlag.South);
}
- _console.RefreshShuttleConsoles(comp.Owner);
+ _console.RefreshShuttleConsoles(uid);
break;
// Arrived
case FTLState.Arriving:
DoTheDinosaur(xform);
- SetDockBolts(comp.Owner, false);
- SetDocks(comp.Owner, true);
-
- if (TryComp(comp.Owner, out body))
- {
- _physics.SetLinearVelocity(comp.Owner, Vector2.Zero, body: body);
- _physics.SetAngularVelocity(comp.Owner, 0f, body: body);
- _physics.SetLinearDamping(body, ShuttleLinearDamping);
- _physics.SetAngularDamping(body, ShuttleAngularDamping);
- }
+ SetDockBolts(uid, false);
+ SetDocks(uid, true);
- TryComp(comp.Owner, out shuttle);
+ TryComp(uid, out shuttle);
+ MapId mapId;
if (comp.TargetUid != null && shuttle != null)
{
TryFTLDock(shuttle, comp.TargetUid.Value);
else
TryFTLProximity(shuttle, comp.TargetUid.Value);
+
+ mapId = Transform(comp.TargetUid.Value).MapID;
}
else
{
xform.Coordinates = comp.TargetCoordinates;
+ mapId = comp.TargetCoordinates.GetMapId(EntityManager);
+ }
+
+ if (TryComp(uid, out body))
+ {
+ _physics.SetLinearVelocity(uid, Vector2.Zero, body: body);
+ _physics.SetAngularVelocity(uid, 0f, body: body);
+
+ // Disable shuttle if it's on a planet; unfortunately can't do this in parent change messages due
+ // to event ordering and awake body shenanigans (at least for now).
+ if (HasComp<MapGridComponent>(xform.MapUid))
+ {
+ Disable(uid, body);
+ }
+ else
+ {
+ Enable(uid, body);
+ }
}
if (shuttle != null)
comp.TravelStream = null;
}
- SoundSystem.Play(_arrivalSound.GetSound(), Filter.Empty().AddInRange(Transform(comp.Owner).MapPosition, GetSoundRange(comp.Owner)), _arrivalSound.Params);
+ SoundSystem.Play(_arrivalSound.GetSound(), Filter.Empty().AddInRange(Transform(uid).MapPosition, GetSoundRange(uid)), _arrivalSound.Params);
- if (TryComp<FTLDestinationComponent>(comp.Owner, out var dest))
+ if (TryComp<FTLDestinationComponent>(uid, out var dest))
{
dest.Enabled = true;
}
comp.State = FTLState.Cooldown;
comp.Accumulator += FTLCooldown;
- _console.RefreshShuttleConsoles(comp.Owner);
- RaiseLocalEvent(new HyperspaceJumpCompletedEvent());
+ _console.RefreshShuttleConsoles(uid);
+ var mapUid = _mapManager.GetMapEntityId(mapId);
+ _mapManager.SetMapPaused(mapId, false);
+ var ftlEvent = new FTLCompletedEvent();
+ RaiseLocalEvent(mapUid, ref ftlEvent, true);
break;
case FTLState.Cooldown:
- RemComp<FTLComponent>(comp.Owner);
- _console.RefreshShuttleConsoles(comp.Owner);
+ RemComp<FTLComponent>(uid);
+ _console.RefreshShuttleConsoles(uid);
break;
default:
- _sawmill.Error($"Found invalid FTL state {comp.State} for {comp.Owner}");
- RemComp<FTLComponent>(comp.Owner);
+ _sawmill.Error($"Found invalid FTL state {comp.State} for {uid}");
+ RemComp<FTLComponent>(uid);
break;
}
}
public bool TryFTLProximity(ShuttleComponent component, EntityUid targetUid, TransformComponent? xform = null, TransformComponent? targetXform = null)
{
if (!Resolve(targetUid, ref targetXform) ||
+ targetXform.GridUid == null ||
targetXform.MapUid == null ||
!targetXform.MapUid.Value.IsValid() ||
!Resolve(component.Owner, ref xform))
// Spawn nearby.
// We essentially expand the Box2 of the target area until nothing else is added then we know it's valid.
// Can't just get an AABB of every grid as we may spawn very far away.
- if (TryComp<MapGridComponent>(targetUid, out var targetGrid))
+ if (TryComp<MapGridComponent>(targetXform.GridUid, out var targetGrid))
{
targetLocalAABB = targetGrid.LocalAABB;
}
var targetAABB = _transform.GetWorldMatrix(targetXform, xformQuery)
.TransformBox(targetLocalAABB).Enlarged(shuttleAABB.Size.Length);
- var nearbyGrids = new HashSet<EntityUid>(1) { targetUid };
+ var nearbyGrids = new HashSet<EntityUid>(1) { targetXform.GridUid.Value };
var iteration = 0;
var lastCount = 1;
var mapId = targetXform.MapID;
break;
}
- var minRadius = (MathF.Max(targetAABB.Width, targetAABB.Height) + MathF.Max(shuttleAABB.Width, shuttleAABB.Height)) / 2f;
- var spawnPos = targetAABB.Center + _random.NextVector2(minRadius, minRadius + 64f);
+ Vector2 spawnPos;
if (TryComp<PhysicsComponent>(component.Owner, out var shuttleBody))
{
_physics.SetAngularVelocity(component.Owner, 0f, body: shuttleBody);
}
+ // TODO: This is pretty crude for multiple landings.
+ if (nearbyGrids.Count > 1 || !HasComp<MapComponent>(targetXform.GridUid.Value))
+ {
+ var minRadius = (MathF.Max(targetAABB.Width, targetAABB.Height) + MathF.Max(shuttleAABB.Width, shuttleAABB.Height)) / 2f;
+ spawnPos = targetAABB.Center + _random.NextVector2(minRadius, minRadius + 64f);
+ }
+ else if (shuttleBody != null)
+ {
+ var (targetPos, targetRot) = _transform.GetWorldPositionRotation(targetXform, xformQuery);
+ var transform = new Transform(targetPos, targetRot);
+ spawnPos = Robust.Shared.Physics.Transform.Mul(transform, -shuttleBody.LocalCenter);
+ }
+ else
+ {
+ spawnPos = _transform.GetWorldPosition(targetXform, xformQuery);
+ }
+
xform.Coordinates = new EntityCoordinates(targetXform.MapUid.Value, spawnPos);
- xform.WorldRotation = _random.NextAngle();
+
+ if (!HasComp<MapComponent>(targetXform.GridUid.Value))
+ {
+ _transform.SetLocalRotation(xform, _random.NextAngle());
+ }
+ else
+ {
+ _transform.SetLocalRotation(xform, Angle.Zero);
+ }
+
return true;
}
}
public static readonly CVarDef<bool> BanHardwareIds =
CVarDef.Create("ban.hardware_ids", true, CVar.SERVERONLY);
+ /*
+ * Procgen
+ */
+
+ /// <summary>
+ /// Should we pre-load all of the procgen atlasses.
+ /// </summary>
+ public static readonly CVarDef<bool> ProcgenPreload =
+ CVarDef.Create("procgen.preload", true, CVar.SERVERONLY);
+
/*
* Shuttles
*/
[Dependency] protected readonly IGameTiming Timing = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
- [Dependency] private readonly SharedBiomeSystem _biome = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
using Robust.Shared.GameStates;
+using Robust.Shared.Noise;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.Parallax.Biomes;
[RegisterComponent, NetworkedComponent]
public sealed class BiomeComponent : Component
{
+ public FastNoiseLite Noise = new();
+
[ViewVariables(VVAccess.ReadWrite), DataField("seed")]
public int Seed;
/// </summary>
[DataField("loadedChunks")]
public readonly HashSet<Vector2i> LoadedChunks = new();
+
+ /// <summary>
+ /// Are we currently in the process of generating?
+ /// Used to flag modified tiles without callers having to deal with it.
+ /// </summary>
+ public bool Generating = false;
}
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
-using Robust.Shared.Utility;
namespace Content.Shared.Parallax.Biomes;
{
[IdDataField] public string ID { get; } = default!;
+ [DataField("desc")]
+ public string Description = string.Empty;
+
[DataField("layers")]
public List<IBiomeLayer> Layers = new();
}
public interface IBiomeLayer
{
/// <summary>
- /// Threshold for this layer to be present. If set to 0 forces it for every tile.
- /// </summary>
- float Threshold { get; }
-
- /// <summary>
- /// Offset the seed by the specified amount for this layer.
- /// Useful if you have 2 similar layers but don't want them to match exactly.
+ /// Seed is used an offset from the relevant BiomeComponent's seed.
/// </summary>
- int SeedOffset { get; }
+ FastNoiseLite Noise { get; }
/// <summary>
- /// Frequency for noise: lower values create larger blobs.
+ /// Threshold for this layer to be present. If set to 0 forces it for every tile.
/// </summary>
- float Frequency { get; }
+ float Threshold { get; }
}
public sealed class BiomeTileLayer : IBiomeLayer
{
+ [DataField("noise")] public FastNoiseLite Noise { get; } = new(0);
+
/// <inheritdoc/>
[DataField("threshold")]
public float Threshold { get; } = 0.5f;
- /// <inheritdoc/>
- [DataField("seedOffset")]
- public int SeedOffset { get; } = 0;
-
- /// <inheritdoc/>
- [DataField("frequency")]
- public float Frequency { get; } = 0.1f;
-
/// <summary>
/// Which tile variants to use for this layer. Uses all of the tile's variants if none specified
/// </summary>
[DataField("divisions")]
public float Divisions = 1f;
- /// <inheritdoc/>
- [DataField("seedOffset")]
- public int SeedOffset { get; } = 0;
-
- /// <inheritdoc/>
- [DataField("frequency")]
- public float Frequency { get; } = 0.25f;
+ [DataField("noise")]
+ public FastNoiseLite Noise { get; } = new(0);
/// <inheritdoc/>
[DataField("threshold")]
[DataField("allowedTiles", customTypeSerializer:typeof(PrototypeIdListSerializer<ContentTileDefinition>))]
public List<string> AllowedTiles { get; } = new();
+ [DataField("noise")] public FastNoiseLite Noise { get; } = new(0);
+
/// <inheritdoc/>
[DataField("threshold")]
public float Threshold { get; } = 0.5f;
- /// <inheritdoc/>
- [DataField("seedOffset")]
- public int SeedOffset { get; } = 0;
-
- /// <inheritdoc/>
- [DataField("frequency")]
- public float Frequency { get; } = 0.1f;
-
[DataField("entities", required: true, customTypeSerializer: typeof(PrototypeIdListSerializer<EntityPrototype>))]
public List<string> Entities = new();
}
using System.Diagnostics.CodeAnalysis;
-using System.Linq;
-using Content.Shared.Decals;
using Content.Shared.Maps;
-using Robust.Shared.Console;
using Robust.Shared.GameStates;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
protected const byte ChunkSize = 8;
- // TODO: After I wrote all of this FastNoiseLite got ported so this needs updating for that don't @ me
-
public override void Initialize()
{
base.Initialize();
return;
component.Seed = state.Seed;
+ component.BiomePrototype = state.Prototype;
+ component.Noise.SetSeed(component.Seed);
}
private void OnBiomeGetState(EntityUid uid, BiomeComponent component, ref ComponentGetState args)
throw new ArgumentOutOfRangeException();
}
- public bool TryGetBiomeTile(EntityUid uid, MapGridComponent grid, Vector2i indices, [NotNullWhen(true)] out Tile? tile)
+ public bool TryGetBiomeTile(EntityUid uid, MapGridComponent grid, FastNoiseLite noise, Vector2i indices, [NotNullWhen(true)] out Tile? tile)
{
- if (grid.TryGetTileRef(indices, out var tileRef))
+ if (grid.TryGetTileRef(indices, out var tileRef) && !tileRef.Tile.IsEmpty)
{
tile = tileRef.Tile;
return true;
}
return TryGetBiomeTile(indices, ProtoManager.Index<BiomePrototype>(biome.BiomePrototype),
- new FastNoise(biome.Seed), grid, out tile);
+ biome.Noise, grid, out tile);
}
/// <summary>
/// Tries to get the tile, real or otherwise, for the specified indices.
/// </summary>
- public bool TryGetBiomeTile(Vector2i indices, BiomePrototype prototype, FastNoise seed, MapGridComponent? grid, [NotNullWhen(true)] out Tile? tile)
+ public bool TryGetBiomeTile(Vector2i indices, BiomePrototype prototype, FastNoiseLite noise, MapGridComponent? grid, [NotNullWhen(true)] out Tile? tile)
{
if (grid?.TryGetTileRef(indices, out var tileRef) == true && !tileRef.Tile.IsEmpty)
{
return true;
}
- var oldFrequency = seed.GetFrequency();
+ var oldSeed = noise.GetSeed();
for (var i = prototype.Layers.Count - 1; i >= 0; i--)
{
if (layer is not BiomeTileLayer tileLayer)
continue;
- seed.SetFrequency(tileLayer.Frequency);
+ SetNoise(noise, oldSeed, layer.Noise);
- if (TryGetTile(indices, seed, tileLayer.Threshold, ProtoManager.Index<ContentTileDefinition>(tileLayer.Tile), tileLayer.Variants, out tile))
+ if (TryGetTile(indices, noise, tileLayer.Threshold, ProtoManager.Index<ContentTileDefinition>(tileLayer.Tile), tileLayer.Variants, out tile))
{
- seed.SetFrequency(oldFrequency);
+ noise.SetSeed(oldSeed);
return true;
}
}
- seed.SetFrequency(oldFrequency);
+ noise.SetSeed(oldSeed);
tile = null;
return false;
}
+ /// <summary>
+ /// Gets the underlying biome tile, ignoring any existing tile that may be there.
+ /// </summary>
+ private bool TryGetTile(Vector2i indices, FastNoiseLite seed, float threshold, ContentTileDefinition tileDef, List<byte>? variants, [NotNullWhen(true)] out Tile? tile)
+ {
+ var found = seed.GetNoise(indices.X, indices.Y);
+
+ if (found < threshold)
+ {
+ tile = null;
+ return false;
+ }
+
+ byte variant = 0;
+ var variantCount = variants?.Count ?? tileDef.Variants;
+
+ // Pick a variant tile if they're available as well
+ if (variantCount > 1)
+ {
+ var variantValue = (seed.GetNoise(indices.X * 8, indices.Y * 8, variantCount) + 1f) / 2f;
+ variant = (byte) Pick(variantCount, variantValue);
+
+ if (variants != null)
+ {
+ variant = variants[variant];
+ }
+ }
+
+ tile = new Tile(tileDef.TileId, 0, variant);
+ return true;
+ }
+
/// <summary>
/// Tries to get the relevant entity for this tile.
/// </summary>
- protected bool TryGetEntity(Vector2i indices, BiomePrototype prototype, FastNoise noise, MapGridComponent grid,
+ protected bool TryGetEntity(Vector2i indices, BiomePrototype prototype, FastNoiseLite noise, MapGridComponent grid,
[NotNullWhen(true)] out string? entity)
{
if (!TryGetBiomeTile(indices, prototype, noise, grid, out var tileRef))
}
var tileId = TileDefManager[tileRef.Value.TypeId].ID;
- var oldFrequency = noise.GetFrequency();
- var seed = noise.GetSeed();
+ var oldSeed = noise.GetSeed();
for (var i = prototype.Layers.Count - 1; i >= 0; i--)
{
var layer = prototype.Layers[i];
- var offset = 0;
// Decals might block entity so need to check if there's one in front of us.
switch (layer)
if (!worldLayer.AllowedTiles.Contains(tileId))
continue;
- offset = worldLayer.SeedOffset;
- noise.SetSeed(seed + offset);
- noise.SetFrequency(worldLayer.Frequency);
break;
default:
continue;
}
- var value = (noise.GetCellular(indices.X, indices.Y) + 1f) / 2f;
+ SetNoise(noise, oldSeed, layer.Noise);
+ var value = noise.GetNoise(indices.X, indices.Y);
if (value < layer.Threshold)
{
- DebugTools.Assert(value is <= 1f and >= 0f);
continue;
}
if (layer is not BiomeEntityLayer biomeLayer)
{
entity = null;
- noise.SetFrequency(oldFrequency);
- noise.SetSeed(seed);
+ noise.SetSeed(oldSeed);
return false;
}
- entity = Pick(biomeLayer.Entities, (noise.GetSimplex(indices.X, indices.Y) + 1f) / 2f);
- noise.SetFrequency(oldFrequency);
- noise.SetSeed(seed);
+ entity = Pick(biomeLayer.Entities, (noise.GetNoise(indices.X, indices.Y, i) + 1f) / 2f);
+ noise.SetSeed(oldSeed);
return true;
}
- noise.SetFrequency(oldFrequency);
- noise.SetSeed(seed);
+ noise.SetSeed(oldSeed);
entity = null;
return false;
}
/// <summary>
/// Tries to get the relevant decals for this tile.
/// </summary>
- public bool TryGetDecals(Vector2i indices, BiomePrototype prototype, FastNoise noise, MapGridComponent grid,
+ public bool TryGetDecals(Vector2i indices, BiomePrototype prototype, FastNoiseLite noise, MapGridComponent grid,
[NotNullWhen(true)] out List<(string ID, Vector2 Position)>? decals)
{
if (!TryGetBiomeTile(indices, prototype, noise, grid, out var tileRef))
}
var tileId = TileDefManager[tileRef.Value.TypeId].ID;
- var oldFrequency = noise.GetFrequency();
- var seed = noise.GetSeed();
+ var oldSeed = noise.GetSeed();
for (var i = prototype.Layers.Count - 1; i >= 0; i--)
{
var layer = prototype.Layers[i];
- var offset = 0;
// Entities might block decal so need to check if there's one in front of us.
switch (layer)
if (!worldLayer.AllowedTiles.Contains(tileId))
continue;
- offset = worldLayer.SeedOffset;
- noise.SetSeed(seed + offset);
- noise.SetFrequency(worldLayer.Frequency);
break;
default:
continue;
}
+ SetNoise(noise, oldSeed, layer.Noise);
+
// Check if the other layer should even render, if not then keep going.
if (layer is not BiomeDecalLayer decalLayer)
{
- if ((noise.GetCellular(indices.X, indices.Y) + 1f) / 2f < layer.Threshold)
+ if (noise.GetNoise(indices.X, indices.Y) < layer.Threshold)
continue;
decals = null;
- noise.SetFrequency(oldFrequency);
- noise.SetSeed(seed);
+ noise.SetSeed(oldSeed);
return false;
}
for (var y = 0; y < decalLayer.Divisions; y++)
{
var index = new Vector2(indices.X + x * 1f / decalLayer.Divisions, indices.Y + y * 1f / decalLayer.Divisions);
- var decalValue = (noise.GetCellular(index.X, index.Y) + 1f) / 2f;
+ var decalValue = noise.GetNoise(index.X, index.Y);
if (decalValue < decalLayer.Threshold)
continue;
- DebugTools.Assert(decalValue is <= 1f and >= 0f);
- decals.Add((Pick(decalLayer.Decals, (noise.GetSimplex(index.X, index.Y) + 1f) / 2f), index));
+ decals.Add((Pick(decalLayer.Decals, (noise.GetNoise(indices.X, indices.Y, x + y * decalLayer.Divisions) + 1f) / 2f), index));
}
}
- noise.SetFrequency(oldFrequency);
- noise.SetSeed(seed);
-
// Check other layers
if (decals.Count == 0)
continue;
+ noise.SetSeed(oldSeed);
return true;
}
- noise.SetFrequency(oldFrequency);
- noise.SetSeed(seed);
+ noise.SetSeed(oldSeed);
decals = null;
return false;
}
- /// <summary>
- /// Gets the underlying biome tile, ignoring any existing tile that may be there.
- /// </summary>
- public bool TryGetTile(Vector2i indices, FastNoise seed, float threshold, ContentTileDefinition tileDef, List<byte>? variants, [NotNullWhen(true)] out Tile? tile)
+ private void SetNoise(FastNoiseLite noise, int oldSeed, FastNoiseLite data)
{
- if (threshold > 0f)
- {
- var found = (seed.GetSimplexFractal(indices.X, indices.Y) + 1f) / 2f;
-
- if (found < threshold)
- {
- tile = null;
- return false;
- }
- }
+ // General
+ noise.SetSeed(oldSeed + data.GetSeed());
+ noise.SetFrequency(data.GetFrequency());
+ noise.SetNoiseType(data.GetNoiseType());
- byte variant = 0;
- var variantCount = variants?.Count ?? tileDef.Variants;
+ noise.GetRotationType3D();
- // Pick a variant tile if they're available as well
- if (variantCount > 1)
- {
- var variantValue = (seed.GetSimplex(indices.X * 2f, indices.Y * 2f) + 1f) / 2f;
- variant = (byte) Pick(variantCount, variantValue);
+ // Fractal
+ noise.SetFractalType(data.GetFractalType());
+ noise.SetFractalOctaves(data.GetFractalOctaves());
+ noise.SetFractalLacunarity(data.GetFractalLacunarity());
- if (variants != null)
- {
- variant = variants[variant];
- }
- }
+ // Cellular
+ noise.SetCellularDistanceFunction(data.GetCellularDistanceFunction());
+ noise.SetCellularReturnType(data.GetCellularReturnType());
+ noise.SetCellularJitter(data.GetCellularJitter());
- tile = new Tile(tileDef.TileId, 0, variant);
- return true;
+ // Domain warps require separate noise
}
[Serializable, NetSerializable]
--- /dev/null
+namespace Content.Shared.Procedural;
+
+public sealed class Dungeon
+{
+ public List<DungeonRoom> Rooms = new();
+
+ /// <summary>
+ /// Hashset of the tiles across all rooms.
+ /// </summary>
+ public HashSet<Vector2i> RoomTiles = new();
+}
--- /dev/null
+using Content.Shared.Procedural.DungeonGenerators;
+using Content.Shared.Procedural.PostGeneration;
+using Robust.Shared.Prototypes;
+
+namespace Content.Shared.Procedural;
+
+[Prototype("dungeonConfig")]
+public sealed class DungeonConfigPrototype : IPrototype
+{
+ [IdDataField]
+ public string ID { get; } = default!;
+
+ [DataField("generator", required: true)]
+ public IDunGen Generator = default!;
+
+ /// <summary>
+ /// Ran after the main dungeon is created.
+ /// </summary>
+ [DataField("postGeneration")]
+ public List<IPostDunGen> PostGeneration = new();
+}
--- /dev/null
+namespace Content.Shared.Procedural.DungeonGenerators;
+
+[ImplicitDataDefinitionForInheritors]
+public interface IDunGen
+{
+
+}
--- /dev/null
+using Content.Shared.Maps;
+using Content.Shared.Tag;
+using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
+using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
+
+namespace Content.Shared.Procedural.DungeonGenerators;
+
+/// <summary>
+/// Places rooms in pre-selected pack layouts. Chooses rooms from the specified whitelist.
+/// </summary>
+public sealed class PrefabDunGen : IDunGen
+{
+ /// <summary>
+ /// Rooms need to match any of these tags
+ /// </summary>
+ [DataField("roomWhitelist", customTypeSerializer:typeof(PrototypeIdListSerializer<TagPrototype>))]
+ public List<string> RoomWhitelist = new();
+
+ /// <summary>
+ /// Room pack presets we can use for this prefab.
+ /// </summary>
+ [DataField("presets", required: true, customTypeSerializer:typeof(PrototypeIdListSerializer<DungeonPresetPrototype>))]
+ public List<string> Presets = new();
+
+ /// <summary>
+ /// Fallback tile.
+ /// </summary>
+ [DataField("tile", customTypeSerializer:typeof(PrototypeIdSerializer<ContentTileDefinition>))]
+ public string Tile = "FloorSteel";
+}
--- /dev/null
+namespace Content.Shared.Procedural;
+
+/// <summary>
+/// Connects 2 dungeon rooms.
+/// </summary>
+public sealed record DungeonPath(string Tile, string Wall, HashSet<Vector2i> Tiles)
+{
+ public string Tile = Tile;
+ public string Wall = Wall;
+}
--- /dev/null
+using Robust.Shared.Prototypes;
+
+namespace Content.Shared.Procedural;
+
+[Prototype("dungeonPreset")]
+public sealed class DungeonPresetPrototype : IPrototype
+{
+ [IdDataField] public string ID { get; } = default!;
+
+ /// <summary>
+ /// The room pack bounds we need to fill.
+ /// </summary>
+ [DataField("roomPacks", required: true)]
+ public List<Box2i> RoomPacks = new();
+}
--- /dev/null
+namespace Content.Shared.Procedural;
+
+public sealed record DungeonRoom(HashSet<Vector2i> Tiles, Vector2 Center);
--- /dev/null
+using Robust.Shared.Prototypes;
+
+namespace Content.Shared.Procedural;
+
+[Prototype("dungeonRoomPack")]
+public sealed class DungeonRoomPackPrototype : IPrototype
+{
+ [IdDataField]
+ public string ID { get; } = string.Empty;
+
+ /// <summary>
+ /// Used to associate the room pack with other room packs with the same dimensions.
+ /// </summary>
+ [DataField("size", required: true)] public Vector2i Size;
+
+ [DataField("rooms", required: true)] public List<Box2i> Rooms = new();
+}
--- /dev/null
+using Content.Shared.Tag;
+using Robust.Shared.Prototypes;
+using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
+using Robust.Shared.Utility;
+
+namespace Content.Shared.Procedural;
+
+[Prototype("dungeonRoom")]
+public sealed class DungeonRoomPrototype : IPrototype
+{
+ [IdDataField] public string ID { get; } = string.Empty;
+
+ [ViewVariables(VVAccess.ReadWrite), DataField("tags", customTypeSerializer:typeof(PrototypeIdListSerializer<TagPrototype>))]
+ public List<string> Tags = new();
+
+ [DataField("size", required: true)] public Vector2i Size;
+
+ /// <summary>
+ /// Path to the file to use for the room.
+ /// </summary>
+ [DataField("atlas", required: true)] public ResourcePath AtlasPath = default!;
+
+ /// <summary>
+ /// Tile offset into the atlas to use for the room.
+ /// </summary>
+ [DataField("offset", required: true)] public Vector2i Offset;
+}
--- /dev/null
+using Robust.Shared.Prototypes;
+using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
+
+namespace Content.Shared.Procedural.Loot;
+
+/// <summary>
+/// Spawns loot at points in the specified rooms
+/// </summary>
+public sealed class ClusterLoot : IDungeonLoot
+{
+ /// <summary>
+ /// Minimum spawns in a cluster.
+ /// </summary>
+ [DataField("minCluster")]
+ public int MinClusterAmount;
+
+ /// <summary>
+ /// Maximum spawns in a cluster.
+ /// </summary>
+ [DataField("maxCluster")] public int MaxClusterAmount;
+
+ /// <summary>
+ /// Amount to spawn for the entire loot.
+ /// </summary>
+ [DataField("max")]
+ public int Amount;
+
+ /// <summary>
+ /// Number of points to spawn.
+ /// </summary>
+ [DataField("points")] public int Points;
+
+ [DataField("proto", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
+ public string Prototype { get; } = string.Empty;
+}
--- /dev/null
+namespace Content.Shared.Procedural.Loot;
+
+[ImplicitDataDefinitionForInheritors]
+public interface IDungeonLoot
+{
+ string Prototype { get; }
+}
--- /dev/null
+using Robust.Shared.Prototypes;
+
+namespace Content.Shared.Procedural.Loot;
+
+/// <summary>
+/// Spawned inside of a salvage mission.
+/// </summary>
+[Prototype("salvageLoot")]
+public sealed class SalvageLootPrototype : IPrototype
+{
+ [IdDataField] public string ID { get; } = default!;
+
+ [DataField("desc")] public string Description = string.Empty;
+
+ /// <summary>
+ /// All of the loot rules
+ /// </summary>
+ [DataField("loots")]
+ public List<IDungeonLoot> LootRules = new();
+}
--- /dev/null
+using Content.Shared.Maps;
+using Robust.Shared.Prototypes;
+using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
+
+namespace Content.Shared.Procedural.PostGeneration;
+
+/// <summary>
+/// Iterates room edges and places the relevant tiles and walls on any free indices.
+/// </summary>
+public sealed class BoundaryWallPostGen : IPostDunGen
+{
+ [DataField("tile", customTypeSerializer:typeof(PrototypeIdSerializer<ContentTileDefinition>))]
+ public string Tile = "FloorSteel";
+
+ [DataField("wall", customTypeSerializer:typeof(PrototypeIdSerializer<EntityPrototype>))]
+ public string Wall = "WallSolid";
+
+ /// <summary>
+ /// Walls to use in corners if applicable.
+ /// </summary>
+ [DataField("cornerWall", customTypeSerializer:typeof(PrototypeIdSerializer<EntityPrototype>))]
+ public string? CornerWall;
+}
--- /dev/null
+using Content.Shared.Maps;
+using Robust.Shared.Prototypes;
+using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
+
+namespace Content.Shared.Procedural.PostGeneration;
+
+/// <summary>
+/// Selects [count] rooms and places external doors to them.
+/// </summary>
+public sealed class EntrancePostGen : IPostDunGen
+{
+ /// <summary>
+ /// How many rooms we place doors on.
+ /// </summary>
+ [DataField("count")]
+ public int Count = 1;
+
+ [DataField("door", customTypeSerializer:typeof(PrototypeIdSerializer<EntityPrototype>))]
+ public string Door = "AirlockGlass";
+
+ [DataField("tile", customTypeSerializer:typeof(PrototypeIdSerializer<ContentTileDefinition>))]
+ public string Tile = "FloorSteel";
+}
--- /dev/null
+using Content.Shared.Maps;
+using Robust.Shared.Prototypes;
+using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
+using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
+
+namespace Content.Shared.Procedural.PostGeneration;
+
+/// <summary>
+/// If external areas are found will try to generate windows.
+/// </summary>
+public sealed class ExternalWindowPostGen : IPostDunGen
+{
+ [DataField("entities", customTypeSerializer: typeof(PrototypeIdListSerializer<EntityPrototype>))]
+ public List<string> Entities = new()
+ {
+ "Grille",
+ "Window",
+ };
+
+ [DataField("tile", customTypeSerializer:typeof(PrototypeIdSerializer<ContentTileDefinition>))]
+ public string Tile = "FloorSteel";
+}
--- /dev/null
+namespace Content.Shared.Procedural.PostGeneration;
+
+/// <summary>
+/// Ran after generating dungeon rooms. Can be used for additional loot, contents, etc.
+/// </summary>
+[ImplicitDataDefinitionForInheritors]
+public interface IPostDunGen
+{
+
+}
--- /dev/null
+using Content.Shared.Maps;
+using Robust.Shared.Prototypes;
+using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
+using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
+
+namespace Content.Shared.Procedural.PostGeneration;
+
+/// <summary>
+/// If internal areas are found will try to generate windows.
+/// </summary>
+public sealed class InternalWindowPostGen : IPostDunGen
+{
+ [DataField("entities", customTypeSerializer: typeof(PrototypeIdListSerializer<EntityPrototype>))]
+ public List<string> Entities = new()
+ {
+ "Grille",
+ "Window",
+ };
+
+ [DataField("tile", customTypeSerializer:typeof(PrototypeIdSerializer<ContentTileDefinition>))]
+ public string Tile = "FloorSteel";
+}
--- /dev/null
+using Content.Shared.Maps;
+using Robust.Shared.Prototypes;
+using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
+using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
+
+namespace Content.Shared.Procedural.PostGeneration;
+
+/// <summary>
+/// Places the specified entities on the middle connections between rooms
+/// </summary>
+public sealed class MiddleConnectionPostGen : IPostDunGen
+{
+ /// <summary>
+ /// How much overlap there needs to be between 2 rooms exactly.
+ /// </summary>
+ [DataField("overlapCount")]
+ public int OverlapCount = -1;
+
+ /// <summary>
+ /// How many connections to spawn between rooms.
+ /// </summary>
+ [DataField("count")]
+ public int Count = 1;
+
+ [DataField("tile", customTypeSerializer:typeof(PrototypeIdSerializer<ContentTileDefinition>))]
+ public string Tile = "FloorSteel";
+
+ [DataField("entities", customTypeSerializer: typeof(PrototypeIdListSerializer<EntityPrototype>))]
+ public List<string> Entities = new()
+ {
+ "CableApcExtension",
+ "AirlockGlass"
+ };
+
+ /// <summary>
+ /// If overlap > 1 then what should spawn on the edges.
+ /// </summary>
+ [DataField("edgeEntities")] public List<string>? EdgeEntities;
+}
--- /dev/null
+using Content.Shared.Maps;
+using Content.Shared.Storage;
+using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
+
+namespace Content.Shared.Procedural.PostGeneration;
+
+/// <summary>
+/// Spawns on the boundary tiles of rooms.
+/// </summary>
+public sealed class WallMountPostGen : IPostDunGen
+{
+ [DataField("tile", customTypeSerializer:typeof(PrototypeIdSerializer<ContentTileDefinition>))]
+ public string Tile = "FloorSteel";
+
+ [DataField("spawns")]
+ public List<EntitySpawnEntry> Spawns = new();
+
+ /// <summary>
+ /// Chance per free tile to spawn a wallmount.
+ /// </summary>
+ [DataField("prob")]
+ public double Prob = 0.1;
+}
--- /dev/null
+namespace Content.Shared.Procedural.Rewards;
+
+/// <summary>
+/// Payout to the station's bank account.
+/// </summary>
+public sealed class BankReward : ISalvageReward
+{
+ [DataField("amount")]
+ public int Amount = 0;
+}
--- /dev/null
+namespace Content.Shared.Procedural.Rewards;
+
+[ImplicitDataDefinitionForInheritors]
+public interface ISalvageReward
+{
+
+}
--- /dev/null
+using Robust.Shared.Prototypes;
+
+namespace Content.Shared.Procedural.Rewards;
+
+/// <summary>
+/// Given after successful completion of a salvage mission.
+/// </summary>
+[Prototype("salvageReward")]
+public sealed class SalvageRewardPrototype : IPrototype
+{
+ [IdDataField] public string ID { get; } = string.Empty;
+
+ [DataField("reward", required: true)] public ISalvageReward Reward = default!;
+}
return random.Pick(prototype.Values);
}
+ public static string Pick(this WeightedRandomPrototype prototype, System.Random random)
+ {
+ var picks = prototype.Weights;
+ var sum = picks.Values.Sum();
+ var accumulated = 0f;
+
+ var rand = random.NextFloat() * sum;
+
+ foreach (var (key, weight) in picks)
+ {
+ accumulated += weight;
+
+ if (accumulated >= rand)
+ {
+ return key;
+ }
+ }
+
+ // Shouldn't happen
+ throw new InvalidOperationException($"Invalid weighted pick for {prototype.ID}!");
+ }
+
public static string Pick(this WeightedRandomPrototype prototype, IRobustRandom? random = null)
{
IoCManager.Resolve(ref random);
// Shouldn't happen
throw new InvalidOperationException($"Invalid weighted pick for {prototype.ID}!");
}
+
+ public static string Pick(this IRobustRandom random, Dictionary<string, float> weights)
+ {
+ var sum = weights.Values.Sum();
+ var accumulated = 0f;
+
+ var rand = random.NextFloat() * sum;
+
+ foreach (var (key, weight) in weights)
+ {
+ accumulated += weight;
+
+ if (accumulated >= rand)
+ {
+ return key;
+ }
+ }
+
+ throw new InvalidOperationException($"Invalid weighted pick");
+ }
}
}
--- /dev/null
+namespace Content.Shared.Salvage.Expeditions.Extraction;
+
+public sealed class SalvageExtraction : ISalvageMission
+{
+ /// <summary>
+ /// Minimum weight to be used for a wave.
+ /// </summary>
+ [DataField("minWaveWeight")] public float MinWaveWeight = 5;
+
+ /// <summary>
+ /// Minimum time between 2 waves. Roughly the end of one to the start of another.
+ /// </summary>
+ [ViewVariables(VVAccess.ReadWrite), DataField("waveCooldown")]
+ public TimeSpan WaveCooldown = TimeSpan.FromSeconds(60);
+
+ /// <summary>
+ /// How much weight accumulates per second while the expedition is active.
+ /// </summary>
+ [DataField("weightAccumulator")]
+ public float WeightAccumulator = 0.1f;
+}
--- /dev/null
+namespace Content.Shared.Salvage.Expeditions;
+
+
+public interface IFactionExpeditionConfig
+{
+
+}
--- /dev/null
+using Robust.Shared.Prototypes;
+using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Dictionary;
+
+namespace Content.Shared.Salvage.Expeditions;
+
+[Prototype("salvageFaction")]
+public sealed class SalvageFactionPrototype : IPrototype
+{
+ [IdDataField] public string ID { get; } = default!;
+
+ [ViewVariables(VVAccess.ReadWrite), DataField("groups", required: true)]
+ public List<SalvageMobGroup> MobGroups = default!;
+
+ /// <summary>
+ /// Per expedition type data for this faction.
+ /// </summary>
+ [ViewVariables(VVAccess.ReadWrite), DataField("configs", customTypeSerializer: typeof(PrototypeIdDictionarySerializer<IFactionExpeditionConfig, SalvageExpeditionPrototype>))]
+ public Dictionary<string, IFactionExpeditionConfig> Configs = new();
+}
--- /dev/null
+using Content.Shared.Storage;
+
+namespace Content.Shared.Salvage.Expeditions;
+
+[DataDefinition]
+public record struct SalvageMobGroup()
+{
+ // A mob may be cheap but rare or expensive but frequent.
+
+ /// <summary>
+ /// Probability to spawn this group. Summed with everything else for the faction.
+ /// </summary>
+ [ViewVariables(VVAccess.ReadWrite), DataField("prob")]
+ public float Prob = 1f;
+
+ [ViewVariables(VVAccess.ReadWrite), DataField("entries", required: true)]
+ public List<EntitySpawnEntry> Entries = new();
+}
--- /dev/null
+namespace Content.Shared.Salvage.Expeditions.Structure;
+
+/// <summary>
+/// Destroy the specified number of structures to finish the expedition.
+/// </summary>
+[DataDefinition]
+public sealed class SalvageStructure : ISalvageMission
+{
+ [DataField("desc")]
+ public string Description = string.Empty;
+
+ [ViewVariables(VVAccess.ReadWrite), DataField("minStructures")]
+ public int MinStructures = 3;
+
+ [ViewVariables(VVAccess.ReadWrite), DataField("maxStructures")]
+ public int MaxStructures = 5;
+}
--- /dev/null
+using Robust.Shared.Prototypes;
+using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
+
+namespace Content.Shared.Salvage.Expeditions.Structure;
+
+/// <summary>
+/// Per-faction config for Salvage Structure expeditions.
+/// </summary>
+[DataDefinition]
+public sealed class SalvageStructureFaction : IFactionExpeditionConfig
+{
+ /// <summary>
+ /// Entity prototype of the structures to destroy.
+ /// </summary>
+ [ViewVariables(VVAccess.ReadWrite), DataField("spawn", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
+ public string Spawn = default!;
+
+ /// <summary>
+ /// How many groups of mobs to spawn.
+ /// </summary>
+ [DataField("groupCount")]
+ public int Groups = 5;
+}
--- /dev/null
+namespace Content.Shared.Salvage;
+
+public interface ISalvageMission {}
\ No newline at end of file
--- /dev/null
+using Content.Shared.Dataset;
+using Content.Shared.Parallax.Biomes;
+using Content.Shared.Procedural;
+using Content.Shared.Procedural.Loot;
+using Content.Shared.Procedural.Rewards;
+using Content.Shared.Random;
+using Content.Shared.Salvage.Expeditions;
+using Robust.Shared.Prototypes;
+using Robust.Shared.Serialization;
+using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
+using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
+
+namespace Content.Shared.Salvage;
+
+[Prototype("salvageExpedition")]
+public sealed class SalvageExpeditionPrototype : IPrototype
+{
+ [IdDataField] public string ID { get; } = default!;
+
+ /// <summary>
+ /// Naming scheme for the FTL marker.
+ /// </summary>
+ [DataField("nameProto", customTypeSerializer:typeof(PrototypeIdSerializer<DatasetPrototype>))]
+ public string NameProto = "names_borer";
+
+ /// <summary>
+ /// Biome to generate the dungeon.
+ /// </summary>
+ [DataField("biome", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<BiomePrototype>))]
+ public string Biome = string.Empty;
+
+ /// <summary>
+ /// Player-friendly description for the console.
+ /// </summary>
+ [DataField("desc")]
+ public string Description = string.Empty;
+
+ [DataField("difficultyRating")]
+ public DifficultyRating DifficultyRating = DifficultyRating.Minor;
+
+ // TODO: Make these modifiers but also add difficulty modifiers.
+ [DataField("light")]
+ public Color Light = Color.Black;
+
+ [DataField("temperature")]
+ public float Temperature = 293.15f;
+
+ [DataField("expedition", required: true)]
+ public ISalvageMission Mission = default!;
+
+ [DataField("minDuration")]
+ public TimeSpan MinDuration = TimeSpan.FromSeconds(9 * 60);
+
+ [DataField("maxDuration")]
+ public TimeSpan MaxDuration = TimeSpan.FromSeconds(12 * 60);
+
+ /// <summary>
+ /// Available factions for selection for this mission prototype.
+ /// </summary>
+ [DataField("factions", customTypeSerializer:typeof(PrototypeIdListSerializer<SalvageFactionPrototype>))]
+ public List<string> Factions = new();
+
+ [DataField("dungeonConfig", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<DungeonConfigPrototype>))]
+ public string DungeonConfigPrototype = string.Empty;
+
+ [DataField("reward", customTypeSerializer: typeof(PrototypeIdSerializer<WeightedRandomPrototype>))]
+ public string Reward = string.Empty;
+
+ /// <summary>
+ /// Possible loot prototypes available for this expedition.
+ /// This spawns during the mission and is not tied to completion.
+ /// </summary>
+ [DataField("loot", customTypeSerializer: typeof(PrototypeIdListSerializer<WeightedRandomPrototype>))]
+ public List<string> Loots = new();
+
+ [DataField("dungeonPosition")]
+ public Vector2i DungeonPosition = new(80, -25);
+}
+
+[Serializable, NetSerializable]
+public enum DifficultyRating : byte
+{
+ None,
+ Minor,
+ Moderate,
+ Hazardous,
+ Extreme,
+}
+
--- /dev/null
+using Robust.Shared.GameStates;
+using Robust.Shared.Serialization;
+using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
+using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
+
+namespace Content.Shared.Salvage;
+
+[Serializable, NetSerializable]
+public sealed class SalvageExpeditionConsoleState : BoundUserInterfaceState
+{
+ public TimeSpan NextOffer;
+ public bool Claimed;
+ public ushort ActiveMission;
+ public List<SalvageMission> Missions;
+
+ public SalvageExpeditionConsoleState(TimeSpan nextOffer, bool claimed, ushort activeMission, List<SalvageMission> missions)
+ {
+ NextOffer = nextOffer;
+ Claimed = claimed;
+ ActiveMission = activeMission;
+ Missions = missions;
+ }
+}
+
+/// <summary>
+/// Used to interact with salvage expeditions and claim them.
+/// </summary>
+[RegisterComponent, NetworkedComponent]
+public sealed class SalvageExpeditionConsoleComponent : Component
+{
+
+}
+
+[Serializable, NetSerializable]
+public sealed class ClaimSalvageMessage : BoundUserInterfaceMessage
+{
+ public ushort Index;
+}
+
+/// <summary>
+/// Added per station to store data on their available salvage missions.
+/// </summary>
+[RegisterComponent]
+public sealed class SalvageExpeditionDataComponent : Component
+{
+ /// <summary>
+ /// Is there an active salvage expedition.
+ /// </summary>
+ [ViewVariables]
+ public bool Claimed => ActiveMission != 0;
+
+ /// <summary>
+ /// Nexy time salvage missions are offered.
+ /// </summary>
+ [ViewVariables(VVAccess.ReadWrite), DataField("nextOffer", customTypeSerializer:typeof(TimeOffsetSerializer))]
+ public TimeSpan NextOffer;
+
+ [ViewVariables]
+ public readonly Dictionary<ushort, SalvageMission> Missions = new();
+
+ [ViewVariables] public ushort ActiveMission;
+
+ public ushort NextIndex = 1;
+}
+
+[Serializable, NetSerializable]
+public sealed record SalvageMission
+{
+ [ViewVariables]
+ public ushort Index;
+
+ [ViewVariables(VVAccess.ReadWrite), DataField("config", required: true, customTypeSerializer:typeof(SalvageExpeditionPrototype))]
+ public string Config = default!;
+
+ [ViewVariables] public TimeSpan Duration;
+
+ [ViewVariables] public int Seed;
+}
+
+[Serializable, NetSerializable]
+public enum SalvageEnvironment : byte
+{
+ Invalid = 0,
+ Caves,
+}
+
+[Serializable, NetSerializable]
+public enum SalvageConsoleUiKey : byte
+{
+ Expedition,
+}
--- /dev/null
+using Content.Shared.Dataset;
+using Content.Shared.Procedural.Loot;
+using Content.Shared.Procedural.Rewards;
+using Content.Shared.Random;
+using Content.Shared.Random.Helpers;
+using Content.Shared.Salvage.Expeditions.Structure;
+using Robust.Shared.Prototypes;
+
+namespace Content.Shared.Salvage;
+
+public abstract class SharedSalvageSystem : EntitySystem
+{
+ public static readonly TimeSpan MissionCooldown = TimeSpan.FromMinutes(5);
+ public static readonly TimeSpan MissionFailedCooldown = TimeSpan.FromMinutes(10);
+
+ public static float GetDifficultyModifier(DifficultyRating difficulty)
+ {
+ // These should reflect how many salvage staff are expected to be required for the mission.
+ switch (difficulty)
+ {
+ case DifficultyRating.None:
+ return 1f;
+ case DifficultyRating.Minor:
+ return 1.5f;
+ case DifficultyRating.Moderate:
+ return 3f;
+ case DifficultyRating.Hazardous:
+ return 6f;
+ case DifficultyRating.Extreme:
+ return 10f;
+ default:
+ throw new ArgumentOutOfRangeException(nameof(difficulty), difficulty, null);
+ }
+ }
+
+ public static string GetFTLName(DatasetPrototype dataset, int seed)
+ {
+ var random = new System.Random(seed);
+ return $"{dataset.Values[random.Next(dataset.Values.Count)]}-{random.Next(10, 100)}-{(char) (65 + random.Next(26))}";
+ }
+
+ public static string GetFaction(List<string> factions, int seed)
+ {
+ var adjustedSeed = new System.Random(seed + 1);
+ return factions[adjustedSeed.Next(factions.Count)];
+ }
+
+ public static IEnumerable<SalvageLootPrototype> GetLoot(List<string> loots, int seed, IPrototypeManager protoManager)
+ {
+ var adjustedSeed = new System.Random(seed + 2);
+
+ for (var i = 0; i < loots.Count; i++)
+ {
+ var loot = loots[i];
+ var a = protoManager.Index<WeightedRandomPrototype>(loot);
+ var lootConfig = a.Pick(adjustedSeed);
+ yield return protoManager.Index<SalvageLootPrototype>(lootConfig);
+ }
+ }
+
+ public static ISalvageReward GetReward(WeightedRandomPrototype proto, int seed, IPrototypeManager protoManager)
+ {
+ var adjustedSeed = new System.Random(seed + 3);
+ var rewardProto = proto.Pick(adjustedSeed);
+ return protoManager.Index<SalvageRewardPrototype>(rewardProto).Reward;
+ }
+
+ #region Structure
+
+ public static int GetStructureCount(SalvageStructure structure, int seed)
+ {
+ var adjustedSeed = new System.Random(seed + 4);
+ return adjustedSeed.Next(structure.MinStructures, structure.MaxStructures + 1);
+ }
+
+ #endregion
+}
return spawned;
}
+ public static List<string?> GetSpawns(IEnumerable<EntitySpawnEntry> entries,
+ System.Random random)
+ {
+ var spawned = new List<string?>();
+ var ungrouped = CollectOrGroups(entries, out var orGroupedSpawns);
+
+ foreach (var entry in ungrouped)
+ {
+ // Check random spawn
+ // ReSharper disable once CompareOfFloatsByEqualityOperator
+ if (entry.SpawnProbability != 1f && !random.Prob(entry.SpawnProbability))
+ continue;
+
+ var amount = (int) entry.GetAmount(random);
+
+ for (var i = 0; i < amount; i++)
+ {
+ spawned.Add(entry.PrototypeId);
+ }
+ }
+
+ // Handle OrGroup spawns
+ foreach (var spawnValue in orGroupedSpawns)
+ {
+ // For each group use the added cumulative probability to roll a double in that range
+ var diceRoll = random.NextDouble() * spawnValue.CumulativeProbability;
+
+ // Add the entry's spawn probability to this value, if equals or lower, spawn item, otherwise continue to next item.
+ var cumulative = 0.0;
+
+ foreach (var entry in spawnValue.Entries)
+ {
+ cumulative += entry.SpawnProbability;
+ if (diceRoll > cumulative)
+ continue;
+
+ // Dice roll succeeded, add item and break loop
+ var amount = (int) entry.GetAmount(random);
+
+ for (var i = 0; i < amount; i++)
+ {
+ spawned.Add(entry.PrototypeId);
+ }
+
+ break;
+ }
+ }
+
+ return spawned;
+ }
+
+ public static double GetAmount(this EntitySpawnEntry entry, System.Random random, bool getAverage = false)
+ {
+ // Max amount is less or equal than amount, so just return the amount
+ if (entry.MaxAmount <= entry.Amount)
+ return entry.Amount;
+
+ // If we want the average, just calculate the expected amount
+ if (getAverage)
+ return (entry.Amount + entry.MaxAmount) / 2.0;
+
+ // Otherwise get a random value in between
+ return random.Next(entry.Amount, entry.MaxAmount);
+ }
+
/// <summary>
/// Collects all entries that belong together in an OrGroup, and then returns the leftover ungrouped entries.
/// </summary>
--- /dev/null
+- files:
+ - water1.ogg
+ - water2.ogg
+ - water3.ogg
+ - water4.ogg
+ license: "CC-BY-SA-3.0"
+ copyright: "Taken from https://github.com/Citadel-Station-13/Citadel-Station-13-RP"
+ source: "https://github.com/Citadel-Station-13/Citadel-Station-13-RP/tree/b7392a25f826d038d35309cf36875f2066c3eb05/sound/effects/footstep"
\ No newline at end of file
# Makes mapping annoying
grid_splitting = false
+[procgen]
+preload = false
+
[shuttle]
# Wastes startup time
+auto_call_time = 0
cargo = false
emergency_enabled = false
-
--- /dev/null
+cmd-dungen-desc = Generates a procedural dungeon with the specified preset, position, and seed.
+cmd-dungen-help = dungen <MapId> <DungeonPreset> <PosX> <PosY> [seed]
+cmd-dungen-arg-count = Require 4 args.
+cmd-dungen-map-parse = Unable to parse MapId.
+cmd-dungen-mapgrid = Unable to find MapGrid.
+cmd-dungen-config = Unable to find dungeon config.
+cmd-dungen-pos = Unable to parse position.
+cmd-dungen-seed = Unable to parse seed.
+cmd-dungen-start = Generating dungeon with seed {$seed}
+
+cmd-dungen-hint-map = Map Id
+cmd-dungen-hint-config = Dungeon config
+cmd-dungen-hint-posx = Position X
+cmd-dungen-hint-posy = Position Y
+cmd-dungen-hint-seed = [Seed]
--- /dev/null
+meta:
+ format: 3
+ name: DemoStation
+ author: Space-Wizards
+ postmapinit: false
+tilemap:
+ 0: Space
+ 1: FloorArcadeBlue
+ 2: FloorArcadeBlue2
+ 3: FloorArcadeRed
+ 4: FloorAsteroidCoarseSand0
+ 5: FloorAsteroidCoarseSandDug
+ 6: FloorAsteroidIronsand1
+ 7: FloorAsteroidIronsand2
+ 8: FloorAsteroidIronsand3
+ 9: FloorAsteroidIronsand4
+ 10: FloorAsteroidSand
+ 11: FloorAsteroidTile
+ 12: FloorBar
+ 13: FloorBasalt
+ 14: FloorBasaslt
+ 15: FloorBlue
+ 16: FloorBlueCircuit
+ 17: FloorBoxing
+ 18: FloorCarpetClown
+ 19: FloorCarpetOffice
+ 20: FloorCave
+ 21: FloorCaveDrought
+ 22: FloorClown
+ 23: FloorDark
+ 24: FloorDarkDiagonal
+ 25: FloorDarkDiagonalMini
+ 26: FloorDarkHerringbone
+ 27: FloorDarkMini
+ 28: FloorDarkMono
+ 29: FloorDarkOffset
+ 30: FloorDarkPavement
+ 31: FloorDarkPavementVertical
+ 32: FloorDarkPlastic
+ 33: FloorDesert
+ 34: FloorDirt
+ 35: FloorEighties
+ 36: FloorElevatorShaft
+ 37: FloorFlesh
+ 38: FloorFreezer
+ 39: FloorGlass
+ 40: FloorGold
+ 41: FloorGrass
+ 42: FloorGrassDark
+ 43: FloorGrassJungle
+ 44: FloorGrassLight
+ 45: FloorGreenCircuit
+ 46: FloorGym
+ 47: FloorHydro
+ 48: FloorKitchen
+ 49: FloorLaundry
+ 50: FloorLino
+ 51: FloorLowDesert
+ 52: FloorMetalDiamond
+ 53: FloorMime
+ 54: FloorMono
+ 55: FloorPlanetGrass
+ 56: FloorPlastic
+ 57: FloorRGlass
+ 58: FloorReinforced
+ 59: FloorRockVault
+ 60: FloorShowroom
+ 61: FloorShuttleBlue
+ 62: FloorShuttleOrange
+ 63: FloorShuttlePurple
+ 64: FloorShuttleRed
+ 65: FloorShuttleWhite
+ 66: FloorSilver
+ 67: FloorSnow
+ 68: FloorSteel
+ 69: FloorSteelDiagonal
+ 70: FloorSteelDiagonalMini
+ 71: FloorSteelDirty
+ 72: FloorSteelHerringbone
+ 73: FloorSteelMini
+ 74: FloorSteelMono
+ 75: FloorSteelOffset
+ 76: FloorSteelPavement
+ 77: FloorSteelPavementVertical
+ 78: FloorTechMaint
+ 79: FloorTechMaint2
+ 80: FloorTechMaint3
+ 81: FloorWhite
+ 82: FloorWhiteDiagonal
+ 83: FloorWhiteDiagonalMini
+ 84: FloorWhiteHerringbone
+ 85: FloorWhiteMini
+ 86: FloorWhiteMono
+ 87: FloorWhiteOffset
+ 88: FloorWhitePavement
+ 89: FloorWhitePavementVertical
+ 90: FloorWhitePlastic
+ 91: FloorWood
+ 92: FloorWoodTile
+ 93: Lattice
+ 94: Plating
+entities:
+- uid: 0
+ components:
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+ - pos: 0.75,1.3125
+ parent: invalid
+ type: Transform
+ - chunks:
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+ type: MapGrid
+ - type: Broadphase
+ - angularDamping: 0.05
+ linearDamping: 0.05
+ fixedRotation: False
+ bodyType: Dynamic
+ type: Physics
+ - fixtures: []
+ type: Fixtures
+ - type: OccluderTree
+ - type: Shuttle
+ - nextUpdate: 56.3512981
+ type: GridPathfinding
+ - gravityShakeSound: !type:SoundPathSpecifier
+ path: /Audio/Effects/alert.ogg
+ type: Gravity
+ - chunkCollection: {}
+ type: DecalGrid
+ - tiles:
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+ 15,12: 0
+ 15,13: 0
+ 15,14: 0
+ 15,15: 0
+ uniqueMixes:
+ - volume: 2500
+ temperature: 293.15
+ moles:
+ - 0
+ - 0
+ - 0
+ - 0
+ - 0
+ - 0
+ - 0
+ - 0
+ - 0
+ - 0
+ - 0
+ - 0
+ type: GridAtmosphere
+ - type: GasTileOverlay
+...
--- /dev/null
+meta:
+ format: 3
+ name: DemoStation
+ author: Space-Wizards
+ postmapinit: false
+tilemap:
+ 0: Space
+ 1: FloorArcadeBlue
+ 2: FloorArcadeBlue2
+ 3: FloorArcadeRed
+ 4: FloorAsteroidCoarseSand0
+ 5: FloorAsteroidCoarseSandDug
+ 6: FloorAsteroidIronsand1
+ 7: FloorAsteroidIronsand2
+ 8: FloorAsteroidIronsand3
+ 9: FloorAsteroidIronsand4
+ 10: FloorAsteroidSand
+ 11: FloorAsteroidTile
+ 12: FloorBar
+ 13: FloorBasalt
+ 14: FloorBasaslt
+ 15: FloorBlue
+ 16: FloorBlueCircuit
+ 17: FloorBoxing
+ 18: FloorCarpetClown
+ 19: FloorCarpetOffice
+ 20: FloorCave
+ 21: FloorCaveDrought
+ 22: FloorClown
+ 23: FloorDark
+ 24: FloorDarkDiagonal
+ 25: FloorDarkDiagonalMini
+ 26: FloorDarkHerringbone
+ 27: FloorDarkMini
+ 28: FloorDarkMono
+ 29: FloorDarkOffset
+ 30: FloorDarkPavement
+ 31: FloorDarkPavementVertical
+ 32: FloorDarkPlastic
+ 33: FloorDesert
+ 34: FloorDirt
+ 35: FloorEighties
+ 36: FloorElevatorShaft
+ 37: FloorFlesh
+ 38: FloorFreezer
+ 39: FloorGlass
+ 40: FloorGold
+ 41: FloorGrass
+ 42: FloorGrassDark
+ 43: FloorGrassJungle
+ 44: FloorGrassLight
+ 45: FloorGreenCircuit
+ 46: FloorGym
+ 47: FloorHydro
+ 48: FloorKitchen
+ 49: FloorLaundry
+ 50: FloorLino
+ 51: FloorLowDesert
+ 52: FloorMetalDiamond
+ 53: FloorMime
+ 54: FloorMono
+ 55: FloorPlanetGrass
+ 56: FloorPlastic
+ 57: FloorRGlass
+ 58: FloorReinforced
+ 59: FloorRockVault
+ 60: FloorShowroom
+ 61: FloorShuttleBlue
+ 62: FloorShuttleOrange
+ 63: FloorShuttlePurple
+ 64: FloorShuttleRed
+ 65: FloorShuttleWhite
+ 66: FloorSilver
+ 67: FloorSnow
+ 68: FloorSteel
+ 69: FloorSteelDiagonal
+ 70: FloorSteelDiagonalMini
+ 71: FloorSteelDirty
+ 72: FloorSteelHerringbone
+ 73: FloorSteelMini
+ 74: FloorSteelMono
+ 75: FloorSteelOffset
+ 76: FloorSteelPavement
+ 77: FloorSteelPavementVertical
+ 78: FloorTechMaint
+ 79: FloorTechMaint2
+ 80: FloorTechMaint3
+ 81: FloorWhite
+ 82: FloorWhiteDiagonal
+ 83: FloorWhiteDiagonalMini
+ 84: FloorWhiteHerringbone
+ 85: FloorWhiteMini
+ 86: FloorWhiteMono
+ 87: FloorWhiteOffset
+ 88: FloorWhitePavement
+ 89: FloorWhitePavementVertical
+ 90: FloorWhitePlastic
+ 91: FloorWood
+ 92: FloorWoodTile
+ 93: Lattice
+ 94: Plating
+entities:
+- uid: 0
+ components:
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+ - pos: 0.75,1.3125
+ parent: invalid
+ type: Transform
+ - chunks:
+ 1,0:
+ ind: 1,0
+ tiles: BgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAYAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAABgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAYAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA==
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+ type: MapGrid
+ - type: Broadphase
+ - angularDamping: 0.05
+ linearDamping: 0.05
+ fixedRotation: False
+ bodyType: Dynamic
+ type: Physics
+ - fixtures: []
+ type: Fixtures
+ - type: OccluderTree
+ - type: Shuttle
+ - nextUpdate: 56.3512981
+ type: GridPathfinding
+ - gravityShakeSound: !type:SoundPathSpecifier
+ path: /Audio/Effects/alert.ogg
+ type: Gravity
+ - chunkCollection: {}
+ type: DecalGrid
+ - tiles:
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+ 0,1: 0
+ 0,2: 0
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--- /dev/null
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--- /dev/null
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--- /dev/null
+meta:
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--- /dev/null
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--- /dev/null
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--- /dev/null
+meta:
+ format: 3
+ name: DemoStation
+ author: Space-Wizards
+ postmapinit: false
+tilemap:
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+ 2: FloorArcadeBlue2
+ 3: FloorArcadeRed
+ 4: FloorAsteroidCoarseSand0
+ 5: FloorAsteroidCoarseSandDug
+ 6: FloorAsteroidIronsand1
+ 7: FloorAsteroidIronsand2
+ 8: FloorAsteroidIronsand3
+ 9: FloorAsteroidIronsand4
+ 10: FloorAsteroidSand
+ 11: FloorAsteroidTile
+ 12: FloorBar
+ 13: FloorBasalt
+ 14: FloorBasaslt
+ 15: FloorBlue
+ 16: FloorBlueCircuit
+ 17: FloorBoxing
+ 18: FloorCarpetClown
+ 19: FloorCarpetOffice
+ 20: FloorCave
+ 21: FloorCaveDrought
+ 22: FloorClown
+ 23: FloorDark
+ 24: FloorDarkDiagonal
+ 25: FloorDarkDiagonalMini
+ 26: FloorDarkHerringbone
+ 27: FloorDarkMini
+ 28: FloorDarkMono
+ 29: FloorDarkOffset
+ 30: FloorDarkPavement
+ 31: FloorDarkPavementVertical
+ 32: FloorDarkPlastic
+ 33: FloorDesert
+ 34: FloorDirt
+ 35: FloorEighties
+ 36: FloorElevatorShaft
+ 37: FloorFlesh
+ 38: FloorFreezer
+ 39: FloorGlass
+ 40: FloorGold
+ 41: FloorGrass
+ 42: FloorGrassDark
+ 43: FloorGrassJungle
+ 44: FloorGrassLight
+ 45: FloorGreenCircuit
+ 46: FloorGym
+ 47: FloorHydro
+ 48: FloorKitchen
+ 49: FloorLaundry
+ 50: FloorLino
+ 51: FloorLowDesert
+ 52: FloorMetalDiamond
+ 53: FloorMime
+ 54: FloorMono
+ 55: FloorPlanetGrass
+ 56: FloorPlastic
+ 57: FloorRGlass
+ 58: FloorReinforced
+ 59: FloorRockVault
+ 60: FloorShowroom
+ 61: FloorShuttleBlue
+ 62: FloorShuttleOrange
+ 63: FloorShuttlePurple
+ 64: FloorShuttleRed
+ 65: FloorShuttleWhite
+ 66: FloorSilver
+ 67: FloorSnow
+ 68: FloorSteel
+ 69: FloorSteelDiagonal
+ 70: FloorSteelDiagonalMini
+ 71: FloorSteelDirty
+ 72: FloorSteelHerringbone
+ 73: FloorSteelMini
+ 74: FloorSteelMono
+ 75: FloorSteelOffset
+ 76: FloorSteelPavement
+ 77: FloorSteelPavementVertical
+ 78: FloorTechMaint
+ 79: FloorTechMaint2
+ 80: FloorTechMaint3
+ 81: FloorWhite
+ 82: FloorWhiteDiagonal
+ 83: FloorWhiteDiagonalMini
+ 84: FloorWhiteHerringbone
+ 85: FloorWhiteMini
+ 86: FloorWhiteMono
+ 87: FloorWhiteOffset
+ 88: FloorWhitePavement
+ 89: FloorWhitePavementVertical
+ 90: FloorWhitePlastic
+ 91: FloorWood
+ 92: FloorWoodTile
+ 93: Lattice
+ 94: Plating
+entities:
+- uid: 0
+ components:
+ - type: MetaData
+ - type: Transform
+ - index: 2
+ type: Map
+ - type: PhysicsMap
+ - type: Broadphase
+ - type: OccluderTree
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+ 1,2:
+ ind: 1,2
+ tiles: PgAAAD4AAAA+AAAAPgAAAD4AAAA+AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAD4AAAA+AAAAPgAAAD4AAAA+AAAAPgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA+AAAAPgAAAD4AAAA+AAAAPgAAAD4AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAPgAAAD4AAAA+AAAAPgAAAD4AAAA+AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAD4AAAA+AAAAPgAAAD4AAAA+AAAAPgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA+AAAAPgAAAD4AAAA+AAAAPgAAAD4AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAPgAAAD4AAAA+AAAAPgAAAD4AAAA+AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAD4AAAA+AAAAPgAAAD4AAAA+AAAAPgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA+AAAAPgAAAD4AAAA+AAAAPgAAAD4AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAPgAAAD4AAAA+AAAAPgAAAD4AAAA+AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA==
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+ tiles: AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA==
+ type: MapGrid
+ - nextUpdate: 171.4322096
+ type: GridPathfinding
+ - gravityShakeSound: !type:SoundPathSpecifier
+ path: /Audio/Effects/alert.ogg
+ type: Gravity
+ - chunkCollection: {}
+ type: DecalGrid
+...
I rigged the area where our stuff's at to be a toasty thousand K.
You know how to drain it when we need it out.
- J.
-
# ---- GAMING ----
- type: entity
Leaving this so you know what's up.
Sorry.
- Alexander
-
- type: entity
id: PaperWrittenSalvageLoreGaming2
noSpawn: true # keep this from spamming spawn sheet
Int: 528,491
Wis: 1
Cha: 1
-
Where's the age?
Why are those ability scores so ridiculous?
What even are you trying to do here, Leah? - Your Friendly DM
-
- type: entity
id: PaperWrittenSalvageLoreGaming3
noSpawn: true # keep this from spamming spawn sheet
Session 3: On their way to underground lair.
Session 4: Just ran into the Architect Of Flies.
Oh dear goodness they just started randomly killing everybody
-
- type: entity
id: PaperWrittenSalvageLoreGaming4
noSpawn: true # keep this from spamming spawn sheet
It's amazing.
But not in a good way.
Cheers, - Arielle
-
-# ----
-
+# ----
\ No newline at end of file
- type: MobThresholds
thresholds:
0: Alive
- 200: Dead
+ 50: Dead
- type: Stamina
excess: 200
- type: Bloodstream
animation: WeaponArcBite
damage:
groups:
- Brute: 12
+ Brute: 6
- type: Appearance
- type: DamageStateVisuals
rotate: true
- type: MobThresholds
thresholds:
0: Alive
- 300: Dead
+ 75: Dead
- type: Stamina
excess: 300
- type: SlowOnDamage
- type: MobThresholds
thresholds:
0: Alive
- 200: Dead
+ 150: Dead
+ - type: MeleeWeapon
+ damage:
+ groups:
+ Brute: 5
- type: Stamina
excess: 200
- type: MovementSpeedModifier
baseWalkSpeed : 3.0
baseSprintSpeed : 5.5
- - type: SlowOnDamage
- speedModifierThresholds:
- 150: 0.7
- type: Fixtures
fixtures:
- shape:
- type: MobThresholds
thresholds:
0: Alive
- 1500: Dead
+ 300: Dead
- type: Stamina
excess: 1500
- type: MovementSpeedModifier
hidden: true
damage:
groups:
- Brute: 40
+ Brute: 20
- type: SlowOnDamage
speedModifierThresholds:
1000: 0.7
- type: MobThresholds
thresholds:
0: Alive
- 550: Dead
+ 200: Dead
- type: Stamina
excess: 550
- type: MovementSpeedModifier
hidden: true
damage:
groups:
- Brute: 20
+ Brute: 10
- type: SlowOnDamage
speedModifierThresholds:
450: 0.7
- type: MobThresholds
thresholds:
0: Alive
- 250: Dead
+ 50: Dead
- type: Stamina
excess: 250
- type: MovementSpeedModifier
hidden: true
damage:
groups:
- Brute: 8
- - type: SlowOnDamage
- speedModifierThresholds:
- 200: 0.7
+ Brute: 3
- type: Fixtures
fixtures:
- shape:
!type:PhysShapeCircle
- radius: 0.45
+ radius: 0.35
density: 235
mask:
- MobMask
- type: MobThresholds
thresholds:
0: Alive
- 300: Dead
+ 75: Dead
- type: Stamina
excess: 300
- type: SlowOnDamage
--- /dev/null
+- type: entity
+ id: XenoWardingTower
+ name: Xeno warding tower
+ description: a
+ placement:
+ mode: SnapgridCenter
+ snap:
+ - Wall
+ components:
+ - type: RangedDamageSound
+ soundGroups:
+ Brute:
+ collection:
+ MeatBulletImpact
+ soundTypes:
+ Heat:
+ collection:
+ MeatLaserImpact
+ - type: InteractionOutline
+ - type: Sprite
+ netsync: false
+ sprite: Structures/Specific/xeno_building.rsi
+ layers:
+ - state: wardingtower
+ - state: wardingtower-unshaded
+ shader: unshaded
+ - type: Damageable
+ damageContainer: Inorganic
+ damageModifierSet: Metallic
+ - type: Physics
+ bodyType: Static
+ - type: Fixtures
+ fixtures:
+ - shape:
+ !type:PhysShapeAabb
+ bounds: "-0.5,-0.5,0.5,0.5"
+ mask:
+ - FullTileMask
+ layer:
+ - WallLayer
+ density: 1000
+ - type: Destructible
+ thresholds:
+ - trigger:
+ !type:DamageTrigger
+ damage: 50
+ behaviors:
+ - !type:DoActsBehavior
+ acts: [ "Destruction" ]
- state: basalt1
shader: unshaded
drawdepth: LowFloors
+ - type: SyncSprite
- type: RequiresTile
- type: Transform
anchored: true
--- /dev/null
+- type: entity
+ id: FloorWaterEntity
+ name: water
+ placement:
+ mode: SnapgridCenter
+ snap:
+ - Wall
+ components:
+ - type: StepTrigger
+ requiredTriggeredSpeed: 0
+ intersectRatio: 0.1
+ - type: Transform
+ anchored: true
+ - type: SyncSprite
+ - type: Sprite
+ sprite: Tiles/Planet/water.rsi
+ netsync: false
+ drawdepth: BelowFloor
+ layers:
+ - state: shoreline_water
+ - type: SlowContacts
+ walkSpeedModifier: 0.5
+ sprintSpeedModifier: 0.5
+ - type: Physics
+ bodyType: Static
+ - type: Fixtures
+ fixtures:
+ - shape:
+ !type:PhysShapeAabb
+ bounds: "-0.5,-0.5,0.5,0.5"
+ layer:
+ - SlipLayer
+ mask:
+ - ItemMask
+ density: 1000
+ hard: false
+ - type: FootstepModifier
+ footstepSoundCollection:
+ collection: FootstepWater
scrolling: "0.1, -0.05"
- type: parallax
- id: Grass
+ id: Dirt
layers:
- texture:
!type:ImageParallaxTextureSource
scale: "1, 1"
shader: ""
+- type: parallax
+ id: Grass
+ layers:
+ - texture:
+ !type:ImageParallaxTextureSource
+ path: /Textures/Tiles/Planet/Grass/grass.png
+ slowness: 0
+ scale: "1, 1"
+ shader: ""
+
- type: parallax
id: Snow
layers:
--- /dev/null
+# Rooms
+# Large
+# - 17x5
+- type: dungeonRoom
+ id: Science17x5a
+ size: 17,5
+ atlas: /Maps/Dungeon/experiment.yml
+ offset: 0,0
+ tags:
+ - SalvageExperiment
+
+- type: dungeonRoom
+ id: Science17x5b
+ size: 17,5
+ atlas: /Maps/Dungeon/experiment.yml
+ offset: 18,0
+ tags:
+ - SalvageExperiment
+
+- type: dungeonRoom
+ id: Science17x5c
+ size: 17,5
+ atlas: /Maps/Dungeon/experiment.yml
+ offset: 36,0
+ tags:
+ - SalvageExperiment
+
+# - 7x7
+- type: dungeonRoom
+ id: Science7x7a
+ size: 7,7
+ atlas: /Maps/Dungeon/experiment.yml
+ offset: 0,42
+ tags:
+ - SalvageExperiment
+
+- type: dungeonRoom
+ id: Science7x7b
+ size: 7,7
+ atlas: /Maps/Dungeon/experiment.yml
+ offset: 8,42
+ tags:
+ - SalvageExperiment
+
+- type: dungeonRoom
+ id: Science7x7c
+ size: 7,7
+ atlas: /Maps/Dungeon/experiment.yml
+ offset: 16,42
+ tags:
+ - SalvageExperiment
+
+# Medium
+# - 11x5
+- type: dungeonRoom
+ id: Science11x5a
+ size: 11,5
+ atlas: /Maps/Dungeon/experiment.yml
+ offset: 0,6
+ tags:
+ - SalvageExperiment
+
+- type: dungeonRoom
+ id: Science11x5b
+ size: 11,5
+ atlas: /Maps/Dungeon/experiment.yml
+ offset: 12,6
+ tags:
+ - SalvageExperiment
+
+- type: dungeonRoom
+ id: Science11x5c
+ size: 11,5
+ atlas: /Maps/Dungeon/experiment.yml
+ offset: 24,6
+ tags:
+ - SalvageExperiment
+
+# - 7x5
+- type: dungeonRoom
+ id: Science7x5a
+ size: 7,5
+ atlas: /Maps/Dungeon/experiment.yml
+ offset: 0,12
+ tags:
+ - SalvageExperiment
+
+- type: dungeonRoom
+ id: Science7x5b
+ size: 7,5
+ atlas: /Maps/Dungeon/experiment.yml
+ offset: 8,12
+ tags:
+ - SalvageExperiment
+
+- type: dungeonRoom
+ id: Science7x5c
+ size: 7,5
+ atlas: /Maps/Dungeon/experiment.yml
+ offset: 16,12
+ tags:
+ - SalvageExperiment
+
+- type: dungeonRoom
+ id: Science7x5d
+ size: 7,5
+ atlas: /Maps/Dungeon/experiment.yml
+ offset: 24,12
+ tags:
+ - SalvageExperiment
+
+- type: dungeonRoom
+ id: Science7x5e
+ size: 7,5
+ atlas: /Maps/Dungeon/experiment.yml
+ offset: 32,12
+ tags:
+ - SalvageExperiment
+
+- type: dungeonRoom
+ id: Science7x5f
+ size: 7,5
+ atlas: /Maps/Dungeon/experiment.yml
+ offset: 40,12
+ tags:
+ - SalvageExperiment
+
+# - 13x3
+- type: dungeonRoom
+ id: Science13x3a
+ size: 13,3
+ atlas: /Maps/Dungeon/experiment.yml
+ offset: 0,30
+ tags:
+ - SalvageExperiment
+
+- type: dungeonRoom
+ id: Science13x3b
+ size: 13,3
+ atlas: /Maps/Dungeon/experiment.yml
+ offset: 14,30
+ tags:
+ - SalvageExperiment
+
+- type: dungeonRoom
+ id: Science13x3c
+ size: 13,3
+ atlas: /Maps/Dungeon/experiment.yml
+ offset: 28,30
+ tags:
+ - SalvageExperiment
+
+# - 11x3
+- type: dungeonRoom
+ id: Science11x3a
+ size: 11,3
+ atlas: /Maps/Dungeon/experiment.yml
+ offset: 0,34
+ tags:
+ - SalvageExperiment
+
+- type: dungeonRoom
+ id: Science11x3b
+ size: 11,3
+ atlas: /Maps/Dungeon/experiment.yml
+ offset: 12,34
+ tags:
+ - SalvageExperiment
+
+- type: dungeonRoom
+ id: Science11x3c
+ size: 11,3
+ atlas: /Maps/Dungeon/experiment.yml
+ offset: 24,34
+ tags:
+ - SalvageExperiment
+
+# - 7x3
+- type: dungeonRoom
+ id: Science7x3a
+ size: 7,3
+ atlas: /Maps/Dungeon/experiment.yml
+ offset: 0,38
+ tags:
+ - SalvageExperiment
+
+- type: dungeonRoom
+ id: Science7x3b
+ size: 7,3
+ atlas: /Maps/Dungeon/experiment.yml
+ offset: 8,38
+ tags:
+ - SalvageExperiment
+
+- type: dungeonRoom
+ id: Science7x3c
+ size: 7,3
+ atlas: /Maps/Dungeon/experiment.yml
+ offset: 16,38
+ tags:
+ - SalvageExperiment
+
+- type: dungeonRoom
+ id: Science7x3d
+ size: 7,3
+ atlas: /Maps/Dungeon/experiment.yml
+ offset: 24,38
+ tags:
+ - SalvageExperiment
+
+- type: dungeonRoom
+ id: Science7x3e
+ size: 7,3
+ atlas: /Maps/Dungeon/experiment.yml
+ offset: 32,38
+ tags:
+ - SalvageExperiment
+
+- type: dungeonRoom
+ id: Science7x3f
+ size: 7,3
+ atlas: /Maps/Dungeon/experiment.yml
+ offset: 40,38
+ tags:
+ - SalvageExperiment
+
+# Small
+# - 5x5
+- type: dungeonRoom
+ id: Science5x5a
+ size: 5,5
+ atlas: /Maps/Dungeon/experiment.yml
+ offset: 0,18
+ tags:
+ - SalvageExperiment
+
+- type: dungeonRoom
+ id: Science5x5b
+ size: 5,5
+ atlas: /Maps/Dungeon/experiment.yml
+ offset: 6,18
+ tags:
+ - SalvageExperiment
+
+- type: dungeonRoom
+ id: Science5x5c
+ size: 5,5
+ atlas: /Maps/Dungeon/experiment.yml
+ offset: 12,18
+ tags:
+ - SalvageExperiment
+
+- type: dungeonRoom
+ id: Science5x5d
+ size: 5,5
+ atlas: /Maps/Dungeon/experiment.yml
+ offset: 18,18
+ tags:
+ - SalvageExperiment
+
+- type: dungeonRoom
+ id: Science5x5e
+ size: 5,5
+ atlas: /Maps/Dungeon/experiment.yml
+ offset: 24,18
+ tags:
+ - SalvageExperiment
+
+- type: dungeonRoom
+ id: Science5x5f
+ size: 5,5
+ atlas: /Maps/Dungeon/experiment.yml
+ offset: 30,18
+ tags:
+ - SalvageExperiment
+
+# - 3x5
+- type: dungeonRoom
+ id: Science3x5a
+ size: 3,5
+ atlas: /Maps/Dungeon/experiment.yml
+ offset: 0,24
+ tags:
+ - SalvageExperiment
+
+- type: dungeonRoom
+ id: Science3x5b
+ size: 3,5
+ atlas: /Maps/Dungeon/experiment.yml
+ offset: 4,24
+ tags:
+ - SalvageExperiment
+
+- type: dungeonRoom
+ id: Science3x5c
+ size: 3,5
+ atlas: /Maps/Dungeon/experiment.yml
+ offset: 8,24
+ tags:
+ - SalvageExperiment
+
+- type: dungeonRoom
+ id: Science3x5d
+ size: 3,5
+ atlas: /Maps/Dungeon/experiment.yml
+ offset: 12,24
+ tags:
+ - SalvageExperiment
+
+- type: dungeonRoom
+ id: Science3x5e
+ size: 3,5
+ atlas: /Maps/Dungeon/experiment.yml
+ offset: 16,24
+ tags:
+ - SalvageExperiment
+
+- type: dungeonRoom
+ id: Science3x5f
+ size: 3,5
+ atlas: /Maps/Dungeon/experiment.yml
+ offset: 20,24
+ tags:
+ - SalvageExperiment
--- /dev/null
+- type: dungeonConfig
+ id: Experiment
+ generator: !type:PrefabDunGen
+ roomWhitelist:
+ - SalvageExperiment
+ presets:
+ - Cross
+ postGeneration:
+ - !type:MiddleConnectionPostGen
+ overlapCount: 3
+ count: 3
+ entities:
+ - CableApcExtension
+ - AirlockGlass
+ edgeEntities:
+ - Grille
+ - Window
+
+ - !type:MiddleConnectionPostGen
+ count: 1
+ entities:
+ - CableApcExtension
+ - AirlockGlass
+
+ - !type:EntrancePostGen
+ count: 2
+ entities:
+ - AirlockGlass
+
+ - !type:InternalWindowPostGen
+ entities:
+ - Grille
+ - Window
+
+ - !type:ExternalWindowPostGen
+ entities:
+ - Grille
+ - Window
+
+ - !type:WallMountPostGen
+ spawns:
+ # Posters
+ - id: RandomPosterLegit
+ orGroup: content
+ - id: ExtinguisherCabinetFilled
+ prob: 0.2
+ orGroup: content
+ - id: RandomPainting
+ prob: 0.05
+ orGroup: content
+ - id: Intercom
+ prob: 0.1
+ orGroup: content
+
+ - !type:BoundaryWallPostGen
+ tile: FloorSteel
+ wall: WallSolid
+ cornerWall: WallReinforced
--- /dev/null
+# Dungeon presets
+- type: dungeonPreset
+ id: Cross
+ roomPacks:
+ - -8,0,9,5
+ - -2,6,3,11
+ # Offset to the first one
+ - -8,12,9,17
+ - -2,18,3,35
+ - -2,36,3,53
+ - -20,18,-3,35
+ - 4,18,21,35
--- /dev/null
+# Hook
+- type: dungeonRoomPack
+ id: LargeArea2
+ size: 17,17
+ rooms:
+ - 7,0,10,11
+ - 6,12,11,17
+ - 12,13,17,16
+
+# Wide corridor vertically up the middle and small corridors on left
+- type: dungeonRoomPack
+ id: LargeArea3
+ size: 17,17
+ rooms:
+ - 6,0,11,11
+ - 6,12,11,17
+ - 0,13,5,16
+ - 1,5,4,12
+ - 0,1,5,4
+
+# Long horizontal corridor with rooms above
+#- type: dungeonRoomPack
+# id: LargeArea4
+# size: 17,17
+# rooms:
+# - 0,7,17,10
+# - 0,11,5,16
+# - 6,11,11,16
+
+# Corridor from botleft to topright with 2 rooms in top left
+- type: dungeonRoomPack
+ id: LargeArea5
+ size: 17,17
+ rooms:
+ # Corridor (with fat bot-left)
+ - 0,1,11,4
+ - 12,0,17,5
+ - 13,6,16,17
+ # Rooms (5x7)
+ - 7,9,12,16
+ - 1,5,6,12
+
+# Medium
+# Whole area room
+#- type: dungeonRoomPack
+# id: MediumArea1
+# size: 5,17
+# rooms:
+# - 0,6,15,9
+# - 11,12,16,17
+# - 11,0,16,5
+# roomConnections:
+# - 13,5
+# - 13,9
+
+# Three 5x5 rooms
+- type: dungeonRoomPack
+ id: MediumArea2
+ size: 5,17
+ rooms:
+ - 0,0,5,5
+ - 0,6,5,11
+ - 0,12,5,17
+
+# Two 5x5 and 3x5
+- type: dungeonRoomPack
+ id: MediumArea3
+ size: 5,17
+ rooms:
+ - 0,0,5,5
+ - 0,6,5,11
+ - 1,12,4,17
+
+# 3x5 -> 5x5 -> 3x5
+- type: dungeonRoomPack
+ id: MediumArea4
+ size: 5,17
+ rooms:
+ - 1,0,4,5
+ - 0,6,5,11
+ - 1,12,4,17
+
+# Small
+- type: dungeonRoomPack
+ id: SmallArea1
+ size: 5,5
+ rooms:
+ - 0,0,5,5
- /Audio/Effects/Footsteps/grass3.ogg
- /Audio/Effects/Footsteps/grass4.ogg
+- type: soundCollection
+ id: FootstepWater
+ files:
+ - /Audio/Effects/Footsteps/water1.ogg
+ - /Audio/Effects/Footsteps/water2.ogg
+ - /Audio/Effects/Footsteps/water3.ogg
+ - /Audio/Effects/Footsteps/water4.ogg
+
- type: soundCollection
id: BarestepHard
files:
- type: tile
id: FloorPlanetDirt
name: tiles-dirt-floor
- sprite: /Textures/Tiles/dirt.png
- variants: 4
- placementVariants: [0, 1, 2, 3]
+ sprite: /Textures/Tiles/Planet/dirt.rsi/dirt.png
isSubfloor: true
canCrowbar: false
footstepSounds:
# Desert
-# TODO: Water in grasslands
-# TODO: Water in desert / grass?
+# TODO: Water in desert
- type: biome
id: LowDesert
+ desc: Desert
layers:
- !type:BiomeEntityLayer
- threshold: 0.99
- frequency: 1
- seedOffset: 1
+ threshold: 0.95
+ noise:
+ seed: 0
+ frequency: 2
+ noiseType: OpenSimplex2
allowedTiles:
- FloorLowDesert
entities:
- FloraRockSolid01
- FloraRockSolid02
- FloraRockSolid03
+ # Large rock areas
- !type:BiomeEntityLayer
- threshold: 0.9
- frequency: 0.2
+ threshold: -0.20
+ noise:
+ seed: 0
+ frequency: 0.04
+ noiseType: Cellular
+ fractalType: FBm
+ octaves: 5
+ lacunarity: 2
+ gain: 1
+ cellularDistanceFunction: Euclidean
+ cellularReturnType: Distance2
allowedTiles:
- FloorLowDesert
entities:
- AsteroidRock
+ # Fill layer
- !type:BiomeTileLayer
- threshold: 0
+ threshold: -1
variants:
- 0
tile: FloorLowDesert
- !type:BiomeTileLayer
threshold: 0.6
tile: FloorLowDesert
- frequency: 0.1
+ noise:
+ seed: 0
+ noiseType: Cellular
+ frequency: 0.1
# Grass
- type: biome
id: Grasslands
+ desc: Grasslands
layers:
+ # Sparse vegetation
- !type:BiomeDecalLayer
allowedTiles:
- FloorPlanetGrass
- seedOffset: 3
- threshold: 0.98
- divisions: 1
- frequency: 1
- decals:
- - FlowersBROne
- - FlowersBRTwo
- - FlowersBRThree
- - !type:BiomeDecalLayer
- allowedTiles:
- - FloorPlanetGrass
- seedOffset: 2
- threshold: 0.95
divisions: 2
- frequency: 1
+ threshold: -0.50
+ noise:
+ seed: 0
+ noiseType: Cellular
+ frequency: 1
decals:
- BushDOne
- BushDTwo
- !type:BiomeDecalLayer
allowedTiles:
- FloorPlanetGrass
- seedOffset: 1
- threshold: 0.8
+ noise:
+ seed: 0
+ noiseType: OpenSimplex2
+ frequency: 1
divisions: 1
- frequency: 0.05
+ threshold: 0.8
decals:
- - BushCOne
- - BushCTwo
- - BushCThree
+ - FlowersBROne
+ - FlowersBRTwo
+ - FlowersBRThree
+ # Dense vegetation
- !type:BiomeDecalLayer
allowedTiles:
- FloorPlanetGrass
divisions: 1
+ threshold: -0.35
+ noise:
+ seed: 0
+ noiseType: Cellular
+ frequency: 0.2
+ fractalType: FBm
+ octaves: 5
+ lacunarity: 2
+ gain: 1
+ cellularDistanceFunction: Euclidean
+ cellularReturnType: Distance2
decals:
- BushAOne
- BushATwo
- BushAThree
+ - BushCOne
+ - BushCTwo
+ - BushCThree
- !type:BiomeEntityLayer
- threshold: 0.9
- frequency: 1
+ threshold: 0.5
+ noise:
+ seed: 0
+ noiseType: OpenSimplex2
+ fractalType: FBm
+ frequency: 2
allowedTiles:
- FloorPlanetGrass
entities:
- FloraTreeLarge04
- FloraTreeLarge05
- FloraTreeLarge06
- # Fill remainder with sand.
+ # Rock formations
+ - !type:BiomeEntityLayer
+ allowedTiles:
+ - FloorPlanetGrass
+ - FloorPlanetDirt
+ threshold: -0.15
+ noise:
+ seed: 0
+ noiseType: Cellular
+ frequency: 0.05
+ lacunarity: 2
+ fractalType: FBm
+ octaves: 5
+ gain: 1
+ cellularDistanceFunction: Euclidean
+ cellularReturnType: Distance2
+ entities:
+ - WallRock
+ # Water
+ - !type:BiomeEntityLayer
+ allowedTiles:
+ - FloorPlanetGrass
+ - FloorPlanetDirt
+ threshold: 0.95
+ noise:
+ seed: 3
+ noiseType: OpenSimplex2
+ frequency: 0.003
+ lacunarity: 1.50
+ fractalType: Ridged
+ octaves: 1
+ entities:
+ - FloorWaterEntity
+ # Fill remainder with dirt.
- !type:BiomeTileLayer
- threshold: 0
+ threshold: -1.0
tile: FloorPlanetDirt
- !type:BiomeTileLayer
- threshold: 0.5
+ threshold: -0.90
tile: FloorPlanetGrass
+ noise:
+ seed: 0
+ frequency: 0.02
+ fractalType: None
+ # Water sand
+ - !type:BiomeTileLayer
+ tile: FloorPlanetDirt
+ threshold: 0.95
+ noise:
+ seed: 3
+ noiseType: OpenSimplex2
+ frequency: 0.003
+ lacunarity: 1.50
+ fractalType: Ridged
+ octaves: 1
+ # Rock formation sand
+ - !type:BiomeTileLayer
+ tile: FloorPlanetDirt
+ threshold: -0.15
+ noise:
+ seed: 0
+ noiseType: Cellular
+ frequency: 0.05
+ lacunarity: 2
+ fractalType: FBm
+ octaves: 5
+ gain: 1
+ cellularDistanceFunction: Euclidean
+ cellularReturnType: Distance2
# Lava
- type: biome
id: Lava
+ desc: Lava
layers:
- !type:BiomeEntityLayer
threshold: 0.9
- frequency: 1
- seedOffset: 3
+ noise:
+ frequency: 1
+ seed: 2
allowedTiles:
- FloorBasalt
entities:
- !type:BiomeDecalLayer
allowedTiles:
- FloorBasalt
- seedOffset: 2
threshold: 0.9
divisions: 1
- frequency: 1
+ noise:
+ seed: 1
+ frequency: 1
decals:
- Basalt1
- Basalt2
- Basalt8
- Basalt9
- !type:BiomeEntityLayer
- threshold: 0.99
- frequency: 1
- seedOffset: 1
+ threshold: 0.95
+ noise:
+ seed: 0
+ noiseType: OpenSimplex2
+ frequency: 1
allowedTiles:
- FloorBasalt
entities:
- FloraRockSolid02
- FloraRockSolid03
- !type:BiomeEntityLayer
- threshold: 0.7
- frequency: 0.2
+ threshold: 0.2
+ noise:
+ seed: 0
+ frequency: 0.02
+ fractalType: FBm
+ octaves: 5
+ lacunarity: 2
+ gain: 0.4
allowedTiles:
- FloorBasalt
entities:
- FloorLavaEntity
+ # Fill basalt
- !type:BiomeTileLayer
- threshold: 0
+ threshold: -1
variants:
- 0
tile: FloorBasalt
# Snow
- type: biome
- id: Snow
+ id: Snow # Similar to Grasslands... but snow
layers:
+ # Sparse vegetation
- !type:BiomeDecalLayer
allowedTiles:
- FloorSnow
- seedOffset: 4
- threshold: 0.95
- divisions: 1
- frequency: 1
+ divisions: 2
+ threshold: -0.50
+ noise:
+ seed: 0
+ noiseType: Cellular
+ frequency: 1
decals:
- grasssnowa1
- - grasssnowa2
- - grasssnowa3
+ - grassnowa2
+ - grassnowa3
- grasssnowb1
- grasssnowb2
- grasssnowb3
- grasssnowc1
- grasssnowc2
- grasssnowc3
- # The main grass texture, this one blends in very well
+ # Dense, bland grass
- !type:BiomeDecalLayer
allowedTiles:
- FloorSnow
divisions: 1
- seedOffset: 3
- threshold: 0.8
- frequency: 0.05
+ threshold: -0.35
+ noise:
+ seed: 0
+ noiseType: Cellular
+ frequency: 0.2
+ fractalType: FBm
+ octaves: 5
+ lacunarity: 2
+ gain: 1
+ cellularDistanceFunction: Euclidean
+ cellularReturnType: Distance2
decals:
- grasssnow
- grasssnow01
- grasssnow11
- grasssnow12
- grasssnow13
+ # Little bit of coloured grass
- !type:BiomeDecalLayer
allowedTiles:
- FloorSnow
- seedOffset: 2
- threshold: 0.99
divisions: 1
- frequency: 1
+ threshold: -0.0
+ noise:
+ seed: 0
+ noiseType: Cellular
+ frequency: 1
+ fractalType: None
+ cellularDistanceFunction: Euclidean
+ cellularReturnType: Distance2
decals:
- bushsnowa1
- bushsnowa2
- bushsnowa3
- - bushsnowb1
+ - bushsnowb3
- bushsnowb2
- bushsnowb3
- !type:BiomeEntityLayer
- seedOffset: 1
- threshold: 0.95
- frequency: 1
+ threshold: 0.5
+ noise:
+ seed: 0
+ noiseType: OpenSimplex2
+ fractalType: FBm
+ frequency: 2
allowedTiles:
- FloorSnow
entities:
- FloraTreeSnow05
- FloraTreeSnow06
- !type:BiomeTileLayer
- threshold: 0
- variants:
- - 0
+ threshold: -1.0
tile: FloorSnow
- !type:BiomeTileLayer
- threshold: 0.6
+ threshold: -0.50
tile: FloorSnow
- frequency: 0.1
+ noise:
+ seed: 0
+ frequency: 0.02
+ fractalType: None
+# High yields
- type: ore
id: OreSteel
oreEntity: SteelOre1
minOreYield: 3
maxOreYield: 7
+# Medium yields
- type: ore
id: OreGold
oreEntity: GoldOre1
maxOreYield: 5
- type: ore
- id: OrePlasma
- oreEntity: PlasmaOre1
+ id: OreSilver
+ oreEntity: SilverOre1
minOreYield: 2
maxOreYield: 5
+# Low yields
- type: ore
- id: OreSilver
- oreEntity: SilverOre1
+ id: OrePlasma
+ oreEntity: PlasmaOre1
minOreYield: 1
maxOreYield: 3
OreGold: 2
OrePlasma: 4
OreSilver: 1
- OreUranium: 1
\ No newline at end of file
+ OreUranium: 1
-# Alphabetical order is now apparently required.
-
- type: Tag
id: AirAlarm
- type: Tag
id: IntercomElectronics
+- type: Tag
+ id: JanicartKeys
+
- type: Tag
id: JawsOfLife
- type: Tag
id: Machete
+- type: Tag
+ id: MacroBomb
+
+- type: Tag
+ id: MicroBomb
+
# Magazines ordered by slot then caliber
- type: Tag
- type: Tag
id: Payload # for grenade/bomb crafting
-- type: Tag
- id: MacroBomb
-
-- type: Tag
- id: MicroBomb
-
- type: Tag
id: PaintableAirlock
- type: Tag
id: ProximitySensor
-- type: Tag
- id: JanicartKeys
-
- type: Tag
id: Radio
- type: Tag
id: RollingPaper
+- type: Tag
+ id: SalvageExperiment
+
- type: Tag
id: Screwdriver
- type: Tag
id: SecwayKeys
-- type: Tag
- id: ShoesRequiredStepTriggerImmune
-
- type: Tag
id: Sheet
- type: Tag
id: ShellShotgun
+- type: Tag
+ id: ShoesRequiredStepTriggerImmune
+
- type: Tag
id: Shovel
- type: Tag
id: StringInstrument
+- type: Tag
+ id: SubdermalImplant
+
- type: Tag
id: SurveillanceCameraMonitorCircuitboard
id: VehicleKey
- type: Tag
- id: WetFloorSign
+ id: Wall
- type: Tag
- id: Wall
+ id: WetFloorSign
- type: Tag
id: WallmountGeneratorAPUElectronics
- type: Tag
id: Write
-
-- type: Tag
- id: SubdermalImplant
\ No newline at end of file
--- /dev/null
+{
+ "version": 1,
+ "license": "CC-BY-SA-3.0",
+ "copyright": "https://github.com/tgstation/TerraGov-Marine-Corps/blob/167684df96d25557864152709913e9c6f870564f/icons/Xeno/1x1building.dmi",
+ "size": {
+ "x": 32,
+ "y": 32
+ },
+ "states": [
+ {
+ "name": "recoverytower",
+ "directions": 1
+ },
+ {
+ "name": "frenzytower",
+ "directions": 1
+ },
+ {
+ "name": "wardingtower",
+ "directions": 1
+ },
+ {
+ "name": "wardingtower-unshaded",
+ "directions": 1
+ }
+ ]
+}
\ No newline at end of file
--- /dev/null
+{
+ "version": 1,
+ "license": "CC-BY-SA-3.0",
+ "copyright": "Taken from https://github.com/discordia-space/CEV-Eris/blob/20d0b1fab9002c32e5267f16ba2b5cbf4b6f1e07/icons/turf/flooring/dirt.dmi",
+ "size": {
+ "x": 32,
+ "y": 32
+ },
+ "states": [
+ {
+ "name": "dirt"
+ }
+ ]
+}
\ No newline at end of file
--- /dev/null
+{
+ "version": 1,
+ "license": "CC-BY-SA-3.0",
+ "copyright": "https://github.com/Citadel-Station-13/Citadel-Station-13-RP/tree/2ac1c566b89a6862c46380de02700c7c0d21a10d/icons/turf",
+ "size": {
+ "x": 32,
+ "y": 32
+ },
+ "states": [
+ {
+ "name": "shoreline_water",
+ "delays": [
+ [
+ 0.3,
+ 0.3,
+ 0.3,
+ 0.3,
+ 0.3,
+ 0.3,
+ 0.3,
+ 0.3
+ ]
+ ]
+ }
+ ]
+}
\ No newline at end of file