Haunted dungeon template (#23768)

* haunted dungeon

* Initial work

Still needs prefab gen work to make it interesting.

* ime a worm

* weh

* Work

* Slight tweaks

---------

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
Emisse
2024-03-23 21:37:18 -06:00
committed by GitHub
parent 2cc8db3007
commit 952b7f4c4e
17 changed files with 4009 additions and 67 deletions

View File

@@ -0,0 +1,53 @@
using System.Threading.Tasks;
using Content.Shared.Procedural;
using Content.Shared.Procedural.PostGeneration;
using Content.Shared.Storage;
using Robust.Shared.Map.Components;
using Robust.Shared.Physics.Components;
using Robust.Shared.Random;
namespace Content.Server.Procedural;
public sealed partial class DungeonJob
{
private async Task PostGen(CorridorClutterPostGen gen, Dungeon dungeon, EntityUid gridUid, MapGridComponent grid,
Random random)
{
var physicsQuery = _entManager.GetEntityQuery<PhysicsComponent>();
var count = (int) Math.Ceiling(dungeon.CorridorTiles.Count * gen.Chance);
while (count > 0)
{
var tile = random.Pick(dungeon.CorridorTiles);
var enumerator = _maps.GetAnchoredEntitiesEnumerator(_gridUid, _grid, tile);
var blocked = false;
while (enumerator.MoveNext(out var ent))
{
if (!physicsQuery.TryGetComponent(ent, out var physics) ||
!physics.CanCollide ||
!physics.Hard)
{
continue;
}
blocked = true;
break;
}
if (blocked)
continue;
count--;
var protos = EntitySpawnCollection.GetSpawns(gen.Contents, random);
var coords = _maps.ToCenterCoordinates(_gridUid, tile, _grid);
_entManager.SpawnEntities(coords, protos);
await SuspendIfOutOfTime();
if (!ValidateResume())
return;
}
}
}

View File

@@ -26,7 +26,7 @@ public sealed partial class DungeonJob
private bool HasWall(MapGridComponent grid, Vector2i tile)
{
var anchored = grid.GetAnchoredEntitiesEnumerator(tile);
var anchored = _maps.GetAnchoredEntitiesEnumerator(_gridUid, _grid, tile);
while (anchored.MoveNext(out var uid))
{
@@ -52,7 +52,7 @@ public sealed partial class DungeonJob
// Gather existing nodes
foreach (var tile in allTiles)
{
var anchored = grid.GetAnchoredEntitiesEnumerator(tile);
var anchored = _maps.GetAnchoredEntitiesEnumerator(_gridUid, _grid, tile);
while (anchored.MoveNext(out var anc))
{
@@ -186,7 +186,9 @@ public sealed partial class DungeonJob
// - Tiles first
foreach (var neighbor in dungeon.RoomExteriorTiles)
{
if (dungeon.RoomTiles.Contains(neighbor))
DebugTools.Assert(!dungeon.RoomTiles.Contains(neighbor));
if (dungeon.Entrances.Contains(neighbor))
continue;
if (!_anchorable.TileFree(grid, neighbor, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
@@ -265,7 +267,6 @@ public sealed partial class DungeonJob
Random random)
{
var physicsQuery = _entManager.GetEntityQuery<PhysicsComponent>();
var tagQuery = _entManager.GetEntityQuery<TagComponent>();
foreach (var tile in dungeon.CorridorTiles)
{
@@ -771,7 +772,7 @@ public sealed partial class DungeonJob
{
for (var y = -expansion; y <= expansion; y++)
{
var neighbor = new Vector2i(tile.X + x, tile.Y + y);
var neighbor = new Vector2(tile.X + x, tile.Y + y).Floored();
if (dungeon.RoomTiles.Contains(neighbor) ||
dungeon.RoomExteriorTiles.Contains(neighbor) ||
@@ -817,6 +818,52 @@ public sealed partial class DungeonJob
return mod;
});
WidenCorridor(dungeon, gen.Width, corridorTiles);
var setTiles = new List<(Vector2i, Tile)>();
var tileDef = _prototype.Index(gen.Tile);
foreach (var tile in corridorTiles)
{
setTiles.Add((tile, _tile.GetVariantTile(tileDef, random)));
}
grid.SetTiles(setTiles);
dungeon.CorridorTiles.UnionWith(corridorTiles);
BuildCorridorExterior(dungeon);
}
private void BuildCorridorExterior(Dungeon dungeon)
{
var exterior = dungeon.CorridorExteriorTiles;
// Just ignore entrances or whatever for now.
foreach (var tile in dungeon.CorridorTiles)
{
for (var x = -1; x <= 1; x++)
{
for (var y = -1; y <= 1; y++)
{
var neighbor = new Vector2i(tile.X + x, tile.Y + y);
if (dungeon.CorridorTiles.Contains(neighbor) ||
dungeon.RoomExteriorTiles.Contains(neighbor) ||
dungeon.RoomTiles.Contains(neighbor) ||
dungeon.Entrances.Contains(neighbor))
{
continue;
}
exterior.Add(neighbor);
}
}
}
}
private void WidenCorridor(Dungeon dungeon, float width, ICollection<Vector2i> corridorTiles)
{
var expansion = width - 2;
// Widen the path
if (expansion >= 1)
{
@@ -831,7 +878,7 @@ public sealed partial class DungeonJob
{
for (var y = -expansion; y <= expansion; y++)
{
var neighbor = new Vector2i(node.X + x, node.Y + y);
var neighbor = new Vector2(node.X + x, node.Y + y).Floored();
// Diagonals still matter here.
if (dungeon.RoomTiles.Contains(neighbor) ||
@@ -852,36 +899,6 @@ public sealed partial class DungeonJob
corridorTiles.Add(node);
}
}
var setTiles = new List<(Vector2i, Tile)>();
var tileDef = _prototype.Index(gen.Tile);
foreach (var tile in corridorTiles)
{
setTiles.Add((tile, _tile.GetVariantTile(tileDef, random)));
}
grid.SetTiles(setTiles);
dungeon.CorridorTiles.UnionWith(corridorTiles);
var exterior = dungeon.CorridorExteriorTiles;
// Just ignore entrances or whatever for now.
foreach (var tile in dungeon.CorridorTiles)
{
for (var x = -1; x <= 1; x++)
{
for (var y = -1; y <= 1; y++)
{
var neighbor = new Vector2i(tile.X + x, tile.Y + y);
if (dungeon.CorridorTiles.Contains(neighbor))
continue;
exterior.Add(neighbor);
}
}
}
}
private async Task PostGen(EntranceFlankPostGen gen, Dungeon dungeon, EntityUid gridUid, MapGridComponent grid,

View File

@@ -21,7 +21,6 @@ public sealed partial class DungeonJob
var dungeonRotation = _dungeon.GetDungeonRotation(seed);
var dungeonTransform = Matrix3.CreateTransform(_position, dungeonRotation);
var roomPackProtos = new Dictionary<Vector2i, List<DungeonRoomPackPrototype>>();
var fallbackTile = new Tile(_tileDefManager[prefab.Tile].TileId);
foreach (var pack in _prototype.EnumeratePrototypes<DungeonRoomPackPrototype>())
{
@@ -325,6 +324,7 @@ public sealed partial class DungeonJob
}
room.Entrances.Add(entrancePos);
dungeon.Entrances.Add(entrancePos);
break;
}
}

View File

@@ -0,0 +1,193 @@
using System.Linq;
using System.Numerics;
using System.Threading.Tasks;
using Content.Shared.Procedural;
using Content.Shared.Procedural.PostGeneration;
using Robust.Shared.Collections;
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
{
/// <summary>
/// Tries to connect rooms via worm-like corridors.
/// </summary>
private async Task PostGen(WormCorridorPostGen gen, Dungeon dungeon, EntityUid gridUid, MapGridComponent grid, Random random)
{
var networks = new List<(Vector2i Start, HashSet<Vector2i> Network)>();
// List of places to start from.
var worm = new ValueList<Vector2i>();
var startAngles = new Dictionary<Vector2i, Angle>();
foreach (var room in dungeon.Rooms)
{
foreach (var entrance in room.Entrances)
{
var network = new HashSet<Vector2i> { entrance };
networks.Add((entrance, network));
// Point away from the room to start with.
startAngles.Add(entrance, (entrance + grid.TileSizeHalfVector - room.Center).ToAngle());
}
}
// There's a lot of ways to handle this, e.g. pathfinding towards each room
// For simplicity we'll go through each entrance randomly and generate worms from it
// then as a final step we will connect all of their networks.
random.Shuffle(networks);
for (var i = 0; i < gen.Count; i++)
{
// Find a random network to worm from.
var startIndex = (i % networks.Count);
var startPos = networks[startIndex].Start;
var position = startPos + grid.TileSizeHalfVector;
var remainingLength = gen.Length;
worm.Clear();
var angle = startAngles[startPos];
for (var x = remainingLength; x >= 0; x--)
{
position += angle.ToVec();
angle += random.NextAngle(-gen.MaxAngleChange, gen.MaxAngleChange);
var roundedPos = position.Floored();
// Check if the tile doesn't overlap something it shouldn't
if (dungeon.RoomTiles.Contains(roundedPos) ||
dungeon.RoomExteriorTiles.Contains(roundedPos))
{
continue;
}
worm.Add(roundedPos);
}
// Uhh yeah.
if (worm.Count == 0)
{
continue;
}
// Find a random part on the existing worm to start.
var value = random.Pick(worm);
networks[startIndex].Network.UnionWith(worm);
startAngles[value] = random.NextAngle();
}
// Now to ensure they all connect we'll pathfind each network to one another
// Simple BFS pathfinder
var main = networks[0];
var frontier = new PriorityQueue<Vector2i, float>();
var cameFrom = new Dictionary<Vector2i, Vector2i>();
var costSoFar = new Dictionary<Vector2i, float>();
// How many times we try to patch the networks together
var attempts = 3;
for (var attempt = 0; attempt < attempts; attempt++)
{
// Skip index 0
for (var i = networks.Count - 1; i > 0; i--)
{
cameFrom.Clear();
frontier.Clear();
costSoFar.Clear();
var targetNode = random.Pick(main.Network);
var other = networks[i];
var startNode = other.Network.First();
frontier.Enqueue(startNode, 0f);
costSoFar[startNode] = 0f;
var count = 0;
await SuspendIfOutOfTime();
if (!ValidateResume())
return;
while (frontier.TryDequeue(out var node, out _) && count < gen.PathLimit)
{
count++;
// Found
if (main.Network.Contains(node))
{
// found, rebuild
frontier.Clear();
main.Network.Add(node);
main.Network.UnionWith(other.Network);
var target = node;
// Rebuild
while (cameFrom.TryGetValue(target, out var source))
{
target = source;
main.Network.Add(target);
}
networks.RemoveSwap(i);
continue;
}
for (var x = -1; x <= 1; x++)
{
for (var y = -1; y <= 1; y++)
{
if (x == 0 && y == 0)
continue;
var neighbor = node + new Vector2i(x, y);
// Exclude room tiles.
if (dungeon.RoomTiles.Contains(neighbor) ||
dungeon.RoomExteriorTiles.Contains(neighbor))
{
continue;
}
var tileCost = (neighbor - node).Length;
var gScore = costSoFar[node] + tileCost;
if (costSoFar.TryGetValue(neighbor, out var nextValue) && gScore >= nextValue)
{
continue;
}
cameFrom[neighbor] = node;
costSoFar[neighbor] = gScore;
var hScore = (targetNode - neighbor).Length + gScore;
frontier.Enqueue(neighbor, hScore);
}
}
}
}
}
WidenCorridor(dungeon, gen.Width, main.Network);
dungeon.CorridorTiles.UnionWith(main.Network);
BuildCorridorExterior(dungeon);
var tiles = new List<(Vector2i Index, Tile Tile)>();
var tileDef = _prototype.Index(gen.Tile);
foreach (var tile in dungeon.CorridorTiles)
{
tiles.Add((tile, _tile.GetVariantTile(tileDef, random)));
}
foreach (var tile in dungeon.CorridorExteriorTiles)
{
tiles.Add((tile, _tile.GetVariantTile(tileDef, random)));
}
_maps.SetTiles(_gridUid, _grid, tiles);
}
}

View File

@@ -126,6 +126,9 @@ public sealed partial class DungeonJob : Job<Dungeon>
case CornerClutterPostGen clutter:
await PostGen(clutter, dungeon, _gridUid, _grid, random);
break;
case CorridorClutterPostGen corClutter:
await PostGen(corClutter, dungeon, _gridUid, _grid, random);
break;
case CorridorPostGen cordor:
await PostGen(cordor, dungeon, _gridUid, _grid, random);
break;
@@ -159,6 +162,9 @@ public sealed partial class DungeonJob : Job<Dungeon>
case WallMountPostGen wall:
await PostGen(wall, dungeon, _gridUid, _grid, random);
break;
case WormCorridorPostGen worm:
await PostGen(worm, dungeon, _gridUid, _grid, random);
break;
default:
throw new NotImplementedException();
}