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>
This commit is contained in:
Moony
2023-05-16 06:36:45 -05:00
committed by GitHub
parent cdb46778dc
commit e91fc652a3
54 changed files with 2748 additions and 1 deletions

View File

@@ -0,0 +1,35 @@
using Content.Server.Worldgen.Components.Carvers;
using Content.Server.Worldgen.Systems.Debris;
namespace Content.Server.Worldgen.Systems.Carvers;
/// <summary>
/// This handles carving out holes in world generation according to a noise channel.
/// </summary>
public sealed class NoiseRangeCarverSystem : EntitySystem
{
[Dependency] private readonly NoiseIndexSystem _index = default!;
/// <inheritdoc />
public override void Initialize()
{
SubscribeLocalEvent<NoiseRangeCarverComponent, PrePlaceDebrisFeatureEvent>(OnPrePlaceDebris);
}
private void OnPrePlaceDebris(EntityUid uid, NoiseRangeCarverComponent component,
ref PrePlaceDebrisFeatureEvent args)
{
var coords = WorldGen.WorldToChunkCoords(args.Coords.ToMapPos(EntityManager));
var val = _index.Evaluate(uid, component.NoiseChannel, coords);
foreach (var (low, high) in component.Ranges)
{
if (low > val || high < val)
continue;
args.Handled = true;
return;
}
}
}