Dungeon generation refactor (#17121)
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@@ -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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