Dynamic space world generation and debris. (#15120)
* World generation (squash) * Test fixes. * command * o * Access cleanup. * Documentation touchups. * Use a prototype serializer for BiomeSelectionComponent * Struct enumerator in SimpleFloorPlanPopulatorSystem * Safety margins around PoissonDiskSampler, cookie acquisition methodologies * Struct enumerating PoissonDiskSampler; internal side * Struct enumerating PoissonDiskSampler: Finish it * Update WorldgenConfigSystem.cs awa --------- Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: 20kdc <asdd2808@gmail.com>
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using Content.Server.Worldgen.Components.Carvers;
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using Content.Server.Worldgen.Systems.Debris;
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namespace Content.Server.Worldgen.Systems.Carvers;
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/// <summary>
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/// This handles carving out holes in world generation according to a noise channel.
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/// </summary>
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public sealed class NoiseRangeCarverSystem : EntitySystem
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{
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[Dependency] private readonly NoiseIndexSystem _index = default!;
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/// <inheritdoc />
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public override void Initialize()
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{
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SubscribeLocalEvent<NoiseRangeCarverComponent, PrePlaceDebrisFeatureEvent>(OnPrePlaceDebris);
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}
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private void OnPrePlaceDebris(EntityUid uid, NoiseRangeCarverComponent component,
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ref PrePlaceDebrisFeatureEvent args)
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{
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var coords = WorldGen.WorldToChunkCoords(args.Coords.ToMapPos(EntityManager));
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var val = _index.Evaluate(uid, component.NoiseChannel, coords);
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foreach (var (low, high) in component.Ranges)
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{
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if (low > val || high < val)
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continue;
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args.Handled = true;
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return;
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}
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}
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}
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