Gateway destinations (#21040)

* Gateway generation

* Gateway stuff

* gatewehs

* mercenaries

* play area

* Range fixes and tweaks

* weh

* Gateway UI polish

* Lots of fixes

* Knock some items off

* Fix dungeon spawning

Realistically we should probably be using a salvage job.

* wahwah

* wehvs

* expression

* weh

* eee

* a

* a

* WEH

* frfr

* Gatwey

* Fix gateway windows

* Fix gateway windows

* a

* a

* Better layer masking

* a

* a

* Noise fixes

* a

* Fix fractal calculations

* a

* More fixes

* Fixes

* Add layers back in

* Fixes

* namespaces and ftl

* Other TODO

* Fix distance

* Cleanup

* Fix test
This commit is contained in:
metalgearsloth
2023-11-15 13:23:40 +11:00
committed by GitHub
parent 67a3c3a6a3
commit 816ee2e1ab
51 changed files with 1562 additions and 959 deletions

View File

@@ -196,7 +196,7 @@ public sealed class SpawnSalvageMissionJob : Job<bool>
if (!lootProto.Guaranteed)
continue;
await SpawnDungeonLoot(dungeon, missionBiome, lootProto, mapUid, grid, random, reservedTiles);
await SpawnDungeonLoot(lootProto, mapUid);
}
// Handle boss loot (when relevant).
@@ -298,7 +298,7 @@ public sealed class SpawnSalvageMissionJob : Job<bool>
// oh noooooooooooo
}
private async Task SpawnDungeonLoot(Dungeon dungeon, SalvageBiomeModPrototype biomeMod, SalvageLootPrototype loot, EntityUid gridUid, MapGridComponent grid, Random random, List<Vector2i> reservedTiles)
private async Task SpawnDungeonLoot(SalvageLootPrototype loot, EntityUid gridUid)
{
for (var i = 0; i < loot.LootRules.Count; i++)
{
@@ -308,10 +308,9 @@ public sealed class SpawnSalvageMissionJob : Job<bool>
{
case BiomeMarkerLoot biomeLoot:
{
if (_entManager.TryGetComponent<BiomeComponent>(gridUid, out var biome) &&
biomeLoot.Prototype.TryGetValue(biomeMod.ID, out var mod))
if (_entManager.TryGetComponent<BiomeComponent>(gridUid, out var biome))
{
_biome.AddMarkerLayer(biome, mod);
_biome.AddMarkerLayer(biome, biomeLoot.Prototype);
}
}
break;