Dungeon generation refactor (#17121)
This commit is contained in:
@@ -20,7 +20,6 @@ public sealed partial class DungeonJob
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var dungeonRotation = _dungeon.GetDungeonRotation(seed);
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var dungeonTransform = Matrix3.CreateTransform(_position, dungeonRotation);
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var roomPackProtos = new Dictionary<Vector2i, List<DungeonRoomPackPrototype>>();
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var externalNodes = new Dictionary<DungeonRoomPackPrototype, HashSet<Vector2i>>();
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var fallbackTile = new Tile(_tileDefManager[prefab.Tile].TileId);
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foreach (var pack in _prototype.EnumeratePrototypes<DungeonRoomPackPrototype>())
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@@ -28,21 +27,6 @@ public sealed partial class DungeonJob
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var size = pack.Size;
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var sizePacks = roomPackProtos.GetOrNew(size);
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sizePacks.Add(pack);
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// Determine external connections; these are only valid when adjacent to a room node.
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// We use this later to determine which room packs connect to each other
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var nodes = new HashSet<Vector2i>();
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externalNodes.Add(pack, nodes);
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foreach (var room in pack.Rooms)
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{
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var rator = new Box2iEdgeEnumerator(room, false);
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while (rator.MoveNext(out var index))
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{
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nodes.Add(index);
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}
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}
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}
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// Need to sort to make the RNG deterministic (at least without prototype changes).
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@@ -52,7 +36,7 @@ public sealed partial class DungeonJob
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string.Compare(x.ID, y.ID, StringComparison.Ordinal));
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}
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var roomProtos = new Dictionary<Vector2i, List<DungeonRoomPrototype>>();
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var roomProtos = new Dictionary<Vector2i, List<DungeonRoomPrototype>>(_prototype.Count<DungeonRoomPrototype>());
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foreach (var proto in _prototype.EnumeratePrototypes<DungeonRoomPrototype>())
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{
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@@ -80,60 +64,13 @@ public sealed partial class DungeonJob
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roomA.Sort((x, y) =>
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string.Compare(x.ID, y.ID, StringComparison.Ordinal));
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}
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// First we gather all of the edges for each roompack in the preset
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// This allows us to determine which ones should connect from being adjacent
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var edges = new HashSet<Vector2i>[gen.RoomPacks.Count];
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for (var i = 0; i < gen.RoomPacks.Count; i++)
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{
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var pack = gen.RoomPacks[i];
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var nodes = new HashSet<Vector2i>(pack.Width + 2 + pack.Height);
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var rator = new Box2iEdgeEnumerator(pack, false);
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while (rator.MoveNext(out var index))
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{
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nodes.Add(index);
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}
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edges[i] = nodes;
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}
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// Build up edge groups between each pack.
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var connections = new Dictionary<int, Dictionary<int, HashSet<Vector2i>>>();
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for (var i = 0; i < edges.Length; i++)
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{
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var nodes = edges[i];
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var nodeConnections = connections.GetOrNew(i);
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for (var j = i + 1; j < edges.Length; j++)
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{
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var otherNodes = edges[j];
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var intersect = new HashSet<Vector2i>(nodes);
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intersect.IntersectWith(otherNodes);
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if (intersect.Count == 0)
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continue;
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nodeConnections[j] = intersect;
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var otherNodeConnections = connections.GetOrNew(j);
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otherNodeConnections[i] = intersect;
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}
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}
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var tiles = new List<(Vector2i, Tile)>();
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var dungeon = new Dungeon()
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{
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Position = _position
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};
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var dungeon = new Dungeon();
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var availablePacks = new List<DungeonRoomPackPrototype>();
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var chosenPacks = new DungeonRoomPackPrototype?[gen.RoomPacks.Count];
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var packTransforms = new Matrix3[gen.RoomPacks.Count];
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var packRotations = new Angle[gen.RoomPacks.Count];
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var rotatedPackNodes = new HashSet<Vector2i>[gen.RoomPacks.Count];
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// Actually pick the room packs and rooms
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for (var i = 0; i < gen.RoomPacks.Count; i++)
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@@ -159,9 +96,6 @@ public sealed partial class DungeonJob
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}
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// Iterate every pack
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// To be valid it needs its edge nodes to overlap with every edge group
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var external = connections[i];
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random.Shuffle(availablePacks);
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Matrix3 packTransform = default!;
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var found = false;
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@@ -169,11 +103,12 @@ public sealed partial class DungeonJob
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foreach (var aPack in availablePacks)
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{
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var aExternal = externalNodes[aPack];
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var startIndex = random.Next(4);
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for (var j = 0; j < 4; j++)
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{
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var dir = (DirectionFlag) Math.Pow(2, j);
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var index = (startIndex + j) % 4;
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var dir = (DirectionFlag) Math.Pow(2, index);
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Vector2i aPackDimensions;
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if ((dir & (DirectionFlag.East | DirectionFlag.West)) != 0x0)
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@@ -190,37 +125,11 @@ public sealed partial class DungeonJob
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continue;
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found = true;
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var rotatedNodes = new HashSet<Vector2i>(aExternal.Count);
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var aRotation = dir.AsDir().ToAngle();
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// Get the external nodes in terms of the dungeon layout
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// (i.e. rotated if necessary + translated to the room position)
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foreach (var node in aExternal)
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{
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// Get the node in pack terms (offset from center), then rotate it
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// Afterwards we offset it by where the pack is supposed to be in world terms.
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var rotated = aRotation.RotateVec((Vector2) node + grid.TileSize / 2f - aPack.Size / 2f);
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rotatedNodes.Add((rotated + bounds.Center).Floored());
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}
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foreach (var group in external.Values)
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{
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if (rotatedNodes.Overlaps(group))
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continue;
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found = false;
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break;
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}
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if (!found)
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{
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continue;
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}
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// Use this pack
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packTransform = Matrix3.CreateTransform(bounds.Center, aRotation);
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packRotations[i] = aRotation;
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rotatedPackNodes[i] = rotatedNodes;
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pack = aPack;
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break;
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}
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@@ -311,6 +220,9 @@ public sealed partial class DungeonJob
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var templateGrid = _entManager.GetComponent<MapGridComponent>(templateMapUid);
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var roomCenter = (room.Offset + room.Size / 2f) * grid.TileSize;
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var roomTiles = new HashSet<Vector2i>(room.Size.X * room.Size.Y);
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var exterior = new HashSet<Vector2i>(room.Size.X * 2 + room.Size.Y * 2);
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var tileOffset = -roomCenter + grid.TileSize / 2f;
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Box2i? mapBounds = null;
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// Load tiles
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for (var x = 0; x < room.Size.X; x++)
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@@ -320,23 +232,42 @@ public sealed partial class DungeonJob
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var indices = new Vector2i(x + room.Offset.X, y + room.Offset.Y);
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var tileRef = templateGrid.GetTileRef(indices);
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var tilePos = dungeonMatty.Transform((Vector2) indices + grid.TileSize / 2f - roomCenter);
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var tilePos = dungeonMatty.Transform(indices + tileOffset);
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var rounded = tilePos.Floored();
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tiles.Add((rounded, tileRef.Tile));
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roomTiles.Add(rounded);
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// If this were a Box2 we'd add tilesize although here I think that's undesirable as
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// for example, a box2i of 0,0,1,1 is assumed to also include the tile at 1,1
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mapBounds = mapBounds?.Union(new Box2i(rounded, rounded)) ?? new Box2i(rounded, rounded);
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}
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}
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for (var x = -1; x <= room.Size.X; x++)
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{
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for (var y = -1; y <= room.Size.Y; y++)
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{
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if (x != -1 && y != -1 && x != room.Size.X && y != room.Size.Y)
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{
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continue;
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}
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var tilePos = dungeonMatty.Transform(new Vector2i(x + room.Offset.X, y + room.Offset.Y) + tileOffset);
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exterior.Add(tilePos.Floored());
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}
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}
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var bounds = new Box2(room.Offset, room.Offset + room.Size);
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var center = Vector2.Zero;
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foreach (var tile in roomTiles)
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{
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center += ((Vector2) tile + grid.TileSize / 2f);
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center += (Vector2) tile + grid.TileSize / 2f;
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}
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center /= roomTiles.Count;
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dungeon.Rooms.Add(new DungeonRoom(roomTiles, center));
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dungeon.Rooms.Add(new DungeonRoom(roomTiles, center, mapBounds!.Value, exterior));
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grid.SetTiles(tiles);
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tiles.Clear();
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var xformQuery = _entManager.GetEntityQuery<TransformComponent>();
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@@ -344,7 +275,6 @@ public sealed partial class DungeonJob
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// Load entities
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// TODO: I don't think engine supports full entity copying so we do this piece of shit.
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var bounds = new Box2(room.Offset, room.Offset + room.Size);
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foreach (var templateEnt in _lookup.GetEntitiesIntersecting(templateMapUid, bounds, LookupFlags.Uncontained))
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{
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@@ -391,7 +321,7 @@ public sealed partial class DungeonJob
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{
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position += new Vector2(-1f / 32f, 1f / 32f);
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}
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else if (angle.Equals(Math.PI * 1.5))
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else if (angle.Equals(-Math.PI / 2f))
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{
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position += new Vector2(-1f / 32f, 0f);
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}
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@@ -399,6 +329,17 @@ public sealed partial class DungeonJob
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{
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position += new Vector2(0f, 1f / 32f);
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}
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else if (angle.Equals(Math.PI * 1.5f))
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{
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// I hate this but decals are bottom-left rather than center position and doing the
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// matrix ops is a PITA hence this workaround for now; I also don't want to add a stupid
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// field for 1 specific op on decals
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if (decal.Id != "DiagonalCheckerAOverlay" &&
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decal.Id != "DiagonalCheckerBOverlay")
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{
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position += new Vector2(-1f / 32f, 0f);
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}
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}
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var tilePos = position.Floored();
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@@ -427,16 +368,70 @@ public sealed partial class DungeonJob
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}
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}
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// Calculate center
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// Calculate center and do entrances
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var dungeonCenter = Vector2.Zero;
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foreach (var room in dungeon.Rooms)
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{
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dungeonCenter += room.Center;
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dungeon.RoomTiles.UnionWith(room.Tiles);
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dungeon.RoomExteriorTiles.UnionWith(room.Exterior);
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}
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dungeon.Center = (Vector2i) (dungeonCenter / dungeon.Rooms.Count);
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foreach (var room in dungeon.Rooms)
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{
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dungeonCenter += room.Center;
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SetDungeonEntrance(dungeon, room, random);
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}
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return dungeon;
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}
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private void SetDungeonEntrance(Dungeon dungeon, DungeonRoom room, Random random)
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{
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// TODO: Move to dungeonsystem.
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// TODO: Look at markers and use that.
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// Pick midpoints as fallback
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if (room.Entrances.Count == 0)
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{
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var offset = random.Next(4);
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// Pick an entrance that isn't taken.
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for (var i = 0; i < 4; i++)
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{
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var dir = (Direction) ((i + offset) * 2 % 8);
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Vector2i entrancePos;
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switch (dir)
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{
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case Direction.East:
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entrancePos = new Vector2i(room.Bounds.Right + 1, room.Bounds.Bottom + room.Bounds.Height / 2);
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break;
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case Direction.North:
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entrancePos = new Vector2i(room.Bounds.Left + room.Bounds.Width / 2, room.Bounds.Top + 1);
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break;
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case Direction.West:
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entrancePos = new Vector2i(room.Bounds.Left - 1, room.Bounds.Bottom + room.Bounds.Height / 2);
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break;
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case Direction.South:
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entrancePos = new Vector2i(room.Bounds.Left + room.Bounds.Width / 2, room.Bounds.Bottom - 1);
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break;
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default:
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throw new NotImplementedException();
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}
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// Check if it's not blocked
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var blockPos = entrancePos + dir.ToIntVec() * 2;
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if (i != 3 && dungeon.RoomTiles.Contains(blockPos))
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{
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continue;
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}
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room.Entrances.Add(entrancePos);
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break;
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}
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}
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}
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}
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File diff suppressed because it is too large
Load Diff
@@ -6,10 +6,12 @@ using Content.Server.Decals;
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using Content.Shared.Procedural;
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using Content.Shared.Procedural.DungeonGenerators;
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using Content.Shared.Procedural.PostGeneration;
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using Content.Shared.Tag;
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using Robust.Server.Physics;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.Server.Procedural;
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@@ -25,6 +27,7 @@ public sealed partial class DungeonJob : Job<Dungeon>
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private readonly DungeonSystem _dungeon;
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private readonly EntityLookupSystem _lookup;
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private readonly SharedTransformSystem _transform;
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private EntityQuery<TagComponent> _tagQuery;
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private readonly DungeonConfigPrototype _gen;
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private readonly int _seed;
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@@ -65,6 +68,7 @@ public sealed partial class DungeonJob : Job<Dungeon>
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_dungeon = dungeon;
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_lookup = lookup;
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_transform = transform;
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_tagQuery = _entManager.GetEntityQuery<TagComponent>();
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_gen = gen;
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_grid = grid;
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@@ -88,10 +92,8 @@ public sealed partial class DungeonJob : Job<Dungeon>
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throw new NotImplementedException();
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}
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foreach (var room in dungeon.Rooms)
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{
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dungeon.RoomTiles.UnionWith(room.Tiles);
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}
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DebugTools.Assert(dungeon.RoomTiles.Count > 0);
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DebugTools.Assert(dungeon.RoomExteriorTiles.Count > 0);
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// To make it slightly more deterministic treat this RNG as separate ig.
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var random = new Random(_seed);
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@@ -102,10 +104,31 @@ public sealed partial class DungeonJob : Job<Dungeon>
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switch (post)
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{
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case AutoCablingPostGen cabling:
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await PostGen(cabling, dungeon, _gridUid, _grid, random);
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break;
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case BoundaryWallPostGen boundary:
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await PostGen(boundary, dungeon, _gridUid, _grid, random);
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break;
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case CornerClutterPostGen clutter:
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await PostGen(clutter, dungeon, _gridUid, _grid, random);
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break;
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case CorridorPostGen cordor:
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await PostGen(cordor, dungeon, _gridUid, _grid, random);
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break;
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case CorridorDecalSkirtingPostGen decks:
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await PostGen(decks, dungeon, _gridUid, _grid, random);
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break;
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case EntranceFlankPostGen flank:
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await PostGen(flank, dungeon, _gridUid, _grid, random);
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break;
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case JunctionPostGen junc:
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await PostGen(junc, dungeon, _gridUid, _grid, random);
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break;
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case MiddleConnectionPostGen dordor:
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await PostGen(dordor, dungeon, _gridUid, _grid, random);
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break;
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case EntrancePostGen entrance:
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case DungeonEntrancePostGen entrance:
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await PostGen(entrance, dungeon, _gridUid, _grid, random);
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break;
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case ExternalWindowPostGen externalWindow:
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@@ -114,8 +137,8 @@ public sealed partial class DungeonJob : Job<Dungeon>
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case InternalWindowPostGen internalWindow:
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await PostGen(internalWindow, dungeon, _gridUid, _grid, random);
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break;
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case BoundaryWallPostGen boundary:
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await PostGen(boundary, dungeon, _gridUid, _grid, random);
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case RoomEntrancePostGen rEntrance:
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await PostGen(rEntrance, dungeon, _gridUid, _grid, random);
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break;
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case WallMountPostGen wall:
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await PostGen(wall, dungeon, _gridUid, _grid, random);
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@@ -125,7 +148,9 @@ public sealed partial class DungeonJob : Job<Dungeon>
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}
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await SuspendIfOutOfTime();
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ValidateResume();
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if (!ValidateResume())
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break;
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}
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_grid.CanSplit = true;
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196
Content.Server/Procedural/DungeonSystem.Helpers.cs
Normal file
196
Content.Server/Procedural/DungeonSystem.Helpers.cs
Normal file
@@ -0,0 +1,196 @@
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using Content.Shared.NPC;
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using Robust.Shared.Collections;
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using Robust.Shared.Utility;
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namespace Content.Server.Procedural;
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public sealed partial class DungeonSystem
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{
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public List<(Vector2i Start, Vector2i End)> MinimumSpanningTree(List<Vector2i> tiles, System.Random random)
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{
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// Generate connections between all rooms.
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var connections = new Dictionary<Vector2i, List<(Vector2i Tile, float Distance)>>(tiles.Count);
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foreach (var entrance in tiles)
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{
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var edgeConns = new List<(Vector2i Tile, float Distance)>(tiles.Count - 1);
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foreach (var other in tiles)
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{
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if (entrance == other)
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continue;
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edgeConns.Add((other, (other - entrance).Length));
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}
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// Sort these as they will be iterated many times.
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edgeConns.Sort((x, y) => x.Distance.CompareTo(y.Distance));
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connections.Add(entrance, edgeConns);
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}
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var seedIndex = random.Next(tiles.Count);
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var remaining = new ValueList<Vector2i>(tiles);
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remaining.RemoveAt(seedIndex);
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var edges = new List<(Vector2i Start, Vector2i End)>();
|
||||
|
||||
var seedEntrance = tiles[seedIndex];
|
||||
var forest = new ValueList<Vector2i>(tiles.Count) { seedEntrance };
|
||||
|
||||
while (remaining.Count > 0)
|
||||
{
|
||||
// Get cheapest edge
|
||||
var cheapestDistance = float.MaxValue;
|
||||
var cheapest = (Vector2i.Zero, Vector2i.Zero);
|
||||
|
||||
foreach (var node in forest)
|
||||
{
|
||||
foreach (var conn in connections[node])
|
||||
{
|
||||
// Existing tile, skip
|
||||
if (forest.Contains(conn.Tile))
|
||||
continue;
|
||||
|
||||
// Not the cheapest
|
||||
if (cheapestDistance < conn.Distance)
|
||||
continue;
|
||||
|
||||
cheapestDistance = conn.Distance;
|
||||
cheapest = (node, conn.Tile);
|
||||
// List is pre-sorted so we can just breakout easily.
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
DebugTools.Assert(cheapestDistance < float.MaxValue);
|
||||
// Add to tree
|
||||
edges.Add(cheapest);
|
||||
forest.Add(cheapest.Item2);
|
||||
remaining.Remove(cheapest.Item2);
|
||||
}
|
||||
|
||||
return edges;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Primarily for dungeon usage.
|
||||
/// </summary>
|
||||
public void GetCorridorNodes(HashSet<Vector2i> corridorTiles,
|
||||
List<(Vector2i Start, Vector2i End)> edges,
|
||||
int pathLimit,
|
||||
HashSet<Vector2i>? forbiddenTiles = null,
|
||||
Func<Vector2i, float>? tileCallback = null)
|
||||
{
|
||||
// Pathfind each entrance
|
||||
var frontier = new PriorityQueue<Vector2i, float>();
|
||||
var cameFrom = new Dictionary<Vector2i, Vector2i>();
|
||||
var directions = new Dictionary<Vector2i, Direction>();
|
||||
var costSoFar = new Dictionary<Vector2i, float>();
|
||||
forbiddenTiles ??= new HashSet<Vector2i>();
|
||||
|
||||
foreach (var (start, end) in edges)
|
||||
{
|
||||
frontier.Clear();
|
||||
cameFrom.Clear();
|
||||
costSoFar.Clear();
|
||||
directions.Clear();
|
||||
directions[start] = Direction.Invalid;
|
||||
frontier.Enqueue(start, 0f);
|
||||
costSoFar[start] = 0f;
|
||||
var found = false;
|
||||
var count = 0;
|
||||
|
||||
while (frontier.Count > 0 && count < pathLimit)
|
||||
{
|
||||
count++;
|
||||
var node = frontier.Dequeue();
|
||||
|
||||
if (node == end)
|
||||
{
|
||||
found = true;
|
||||
break;
|
||||
}
|
||||
|
||||
var lastDirection = directions[node];
|
||||
|
||||
// Foreach neighbor etc etc
|
||||
for (var x = -1; x <= 1; x++)
|
||||
{
|
||||
for (var y = -1; y <= 1; y++)
|
||||
{
|
||||
// Cardinals only.
|
||||
if (x != 0 && y != 0)
|
||||
continue;
|
||||
|
||||
var neighbor = new Vector2i(node.X + x, node.Y + y);
|
||||
|
||||
// FORBIDDEN
|
||||
if (neighbor != end &&
|
||||
forbiddenTiles.Contains(neighbor))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var tileCost = SharedPathfindingSystem.ManhattanDistance(node, neighbor);
|
||||
|
||||
// Weight towards existing corridors ig
|
||||
if (corridorTiles.Contains(neighbor))
|
||||
{
|
||||
tileCost *= 0.10f;
|
||||
}
|
||||
|
||||
var costMod = tileCallback?.Invoke(neighbor);
|
||||
costMod ??= 1f;
|
||||
tileCost *= costMod.Value;
|
||||
|
||||
var direction = (neighbor - node).GetCardinalDir();
|
||||
directions[neighbor] = direction;
|
||||
|
||||
// If direction is different then penalise it.
|
||||
if (direction != lastDirection)
|
||||
{
|
||||
tileCost *= 3f;
|
||||
}
|
||||
|
||||
// f = g + h
|
||||
// gScore is distance to the start node
|
||||
// hScore is distance to the end node
|
||||
var gScore = costSoFar[node] + tileCost;
|
||||
|
||||
if (costSoFar.TryGetValue(neighbor, out var nextValue) && gScore >= nextValue)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
cameFrom[neighbor] = node;
|
||||
costSoFar[neighbor] = gScore;
|
||||
|
||||
// Make it greedy so multiply h-score to punish further nodes.
|
||||
// This is necessary as we might have the deterredTiles multiplying towards the end
|
||||
// so just finish it.
|
||||
var hScore = SharedPathfindingSystem.ManhattanDistance(end, neighbor) * (1.0f - 1.0f / 1000.0f);
|
||||
var fScore = gScore + hScore;
|
||||
frontier.Enqueue(neighbor, fScore);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Rebuild path if it's valid.
|
||||
if (found)
|
||||
{
|
||||
var node = end;
|
||||
|
||||
while (true)
|
||||
{
|
||||
node = cameFrom[node];
|
||||
|
||||
// Don't want start or end nodes included.
|
||||
if (node == start)
|
||||
break;
|
||||
|
||||
corridorTiles.Add(node);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -15,7 +15,7 @@ using Robust.Shared.Prototypes;
|
||||
|
||||
namespace Content.Server.Procedural;
|
||||
|
||||
public sealed partial class DungeonSystem : EntitySystem
|
||||
public sealed partial class DungeonSystem : SharedDungeonSystem
|
||||
{
|
||||
[Dependency] private readonly IConfigurationManager _configManager = default!;
|
||||
[Dependency] private readonly IConsoleHost _console = default!;
|
||||
|
||||
Reference in New Issue
Block a user