Add RoomFill markers (#22293)

* Add RoomFill markers

* weh

* Also deez

* Working

* Randomised fills working

* Fixes

* Fix lack of prototypes

* Fix tests

* Fix tests?
This commit is contained in:
metalgearsloth
2024-01-04 15:17:04 +11:00
committed by GitHub
parent a3516e60e7
commit f533a1a543
6 changed files with 363 additions and 135 deletions

View File

@@ -191,59 +191,29 @@ public sealed partial class DungeonJob
grid.SetTiles(tiles);
tiles.Clear();
Logger.Error($"Unable to find room variant for {roomDimensions}, leaving empty.");
_sawmill.Error($"Unable to find room variant for {roomDimensions}, leaving empty.");
continue;
}
roomRotation = new Angle(Math.PI / 2);
Logger.Debug($"Using rotated variant for room");
}
if (roomDimensions.X == roomDimensions.Y)
{
// Give it a random rotation
roomRotation = random.Next(4) * Math.PI / 2;
}
else if (random.Next(2) == 1)
{
roomRotation += Math.PI;
_sawmill.Debug($"Using rotated variant for room");
}
var roomTransform = Matrix3.CreateTransform(roomSize.Center - packCenter, roomRotation);
var finalRoomRotation = roomRotation + packRotation + dungeonRotation;
Matrix3.Multiply(roomTransform, packTransform, out matty);
Matrix3.Multiply(matty, dungeonTransform, out var dungeonMatty);
// The expensive bit yippy.
var room = roomProto[random.Next(roomProto.Count)];
var roomMap = _dungeon.GetOrCreateTemplate(room);
var templateMapUid = _mapManager.GetMapEntityId(roomMap);
var templateGrid = _entManager.GetComponent<MapGridComponent>(templateMapUid);
_dungeon.SpawnRoom(gridUid, grid, matty, room, random, rotation: true);
var roomCenter = (room.Offset + room.Size / 2f) * grid.TileSize;
var roomTiles = new HashSet<Vector2i>(room.Size.X * room.Size.Y);
var exterior = new HashSet<Vector2i>(room.Size.X * 2 + room.Size.Y * 2);
var tileOffset = -roomCenter + grid.TileSizeHalfVector;
Box2i? mapBounds = null;
// Load tiles
for (var x = 0; x < room.Size.X; x++)
{
for (var y = 0; y < room.Size.Y; y++)
{
var indices = new Vector2i(x + room.Offset.X, y + room.Offset.Y);
var tileRef = templateGrid.GetTileRef(indices);
var tilePos = dungeonMatty.Transform(indices + tileOffset);
var rounded = tilePos.Floored();
tiles.Add((rounded, tileRef.Tile));
roomTiles.Add(rounded);
// If this were a Box2 we'd add tilesize although here I think that's undesirable as
// for example, a box2i of 0,0,1,1 is assumed to also include the tile at 1,1
mapBounds = mapBounds?.Union(new Box2i(rounded, rounded)) ?? new Box2i(rounded, rounded);
}
}
for (var x = -1; x <= room.Size.X; x++)
{
for (var y = -1; y <= room.Size.Y; y++)
@@ -258,111 +228,16 @@ public sealed partial class DungeonJob
}
}
var bounds = new Box2(room.Offset, room.Offset + room.Size);
var center = Vector2.Zero;
foreach (var tile in roomTiles)
{
center += (Vector2) tile + grid.TileSizeHalfVector;
center += tile + grid.TileSizeHalfVector;
}
center /= roomTiles.Count;
dungeon.Rooms.Add(new DungeonRoom(roomTiles, center, mapBounds!.Value, exterior));
grid.SetTiles(tiles);
tiles.Clear();
var xformQuery = _entManager.GetEntityQuery<TransformComponent>();
var metaQuery = _entManager.GetEntityQuery<MetaDataComponent>();
// Load entities
// TODO: I don't think engine supports full entity copying so we do this piece of shit.
foreach (var templateEnt in _lookup.GetEntitiesIntersecting(templateMapUid, bounds, LookupFlags.Uncontained))
{
var templateXform = xformQuery.GetComponent(templateEnt);
var childPos = dungeonMatty.Transform(templateXform.LocalPosition - roomCenter);
var childRot = templateXform.LocalRotation + finalRoomRotation;
var protoId = metaQuery.GetComponent(templateEnt).EntityPrototype?.ID;
// TODO: Copy the templated entity as is with serv
var ent = _entManager.SpawnEntity(protoId,
new EntityCoordinates(gridUid, childPos));
var childXform = xformQuery.GetComponent(ent);
var anchored = templateXform.Anchored;
_transform.SetLocalRotation(ent, childRot, childXform);
// If the templated entity was anchored then anchor us too.
if (anchored && !childXform.Anchored)
_transform.AnchorEntity(ent, childXform, grid);
else if (!anchored && childXform.Anchored)
_transform.Unanchor(ent, childXform);
}
// Load decals
if (_entManager.TryGetComponent<DecalGridComponent>(templateMapUid, out var loadedDecals))
{
_entManager.EnsureComponent<DecalGridComponent>(gridUid);
foreach (var (_, decal) in _decals.GetDecalsIntersecting(templateMapUid, bounds, loadedDecals))
{
// Offset by 0.5 because decals are offset from bot-left corner
// So we convert it to center of tile then convert it back again after transform.
// Do these shenanigans because 32x32 decals assume as they are centered on bottom-left of tiles.
var position = dungeonMatty.Transform(decal.Coordinates + Vector2Helpers.Half - roomCenter);
position -= Vector2Helpers.Half;
// Umm uhh I love decals so uhhhh idk what to do about this
var angle = (decal.Angle + finalRoomRotation).Reduced();
// Adjust because 32x32 so we can't rotate cleanly
// Yeah idk about the uhh vectors here but it looked visually okay but they may still be off by 1.
// Also EyeManager.PixelsPerMeter should really be in shared.
if (angle.Equals(Math.PI))
{
position += new Vector2(-1f / 32f, 1f / 32f);
}
else if (angle.Equals(-Math.PI / 2f))
{
position += new Vector2(-1f / 32f, 0f);
}
else if (angle.Equals(Math.PI / 2f))
{
position += new Vector2(0f, 1f / 32f);
}
else if (angle.Equals(Math.PI * 1.5f))
{
// I hate this but decals are bottom-left rather than center position and doing the
// matrix ops is a PITA hence this workaround for now; I also don't want to add a stupid
// field for 1 specific op on decals
if (decal.Id != "DiagonalCheckerAOverlay" &&
decal.Id != "DiagonalCheckerBOverlay")
{
position += new Vector2(-1f / 32f, 0f);
}
}
var tilePos = position.Floored();
// Fallback because uhhhhhhhh yeah, a corner tile might look valid on the original
// but place 1 nanometre off grid and fail the add.
if (!grid.TryGetTileRef(tilePos, out var tileRef) || tileRef.Tile.IsEmpty)
{
grid.SetTile(tilePos, fallbackTile);
}
var result = _decals.TryAddDecal(
decal.Id,
new EntityCoordinates(gridUid, position),
out _,
decal.Color,
angle,
decal.ZIndex,
decal.Cleanable);
DebugTools.Assert(result);
}
}
await SuspendIfOutOfTime();
ValidateResume();

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@@ -0,0 +1,240 @@
using System.Numerics;
using Content.Shared.Decals;
using Content.Shared.Procedural;
using Content.Shared.Random.Helpers;
using Content.Shared.Whitelist;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Utility;
namespace Content.Server.Procedural;
public sealed partial class DungeonSystem
{
// Temporary caches.
private readonly HashSet<EntityUid> _entitySet = new();
private readonly List<DungeonRoomPrototype> _availableRooms = new();
/// <summary>
/// Gets a random dungeon room matching the specified area and whitelist.
/// </summary>
public DungeonRoomPrototype? GetRoomPrototype(Vector2i size, Random random, EntityWhitelist? whitelist = null)
{
// Can never be true.
if (whitelist is { Tags: null })
{
return null;
}
_availableRooms.Clear();
foreach (var proto in _prototype.EnumeratePrototypes<DungeonRoomPrototype>())
{
if (proto.Size != size)
continue;
if (whitelist == null)
{
_availableRooms.Add(proto);
continue;
}
foreach (var tag in whitelist.Tags)
{
if (!proto.Tags.Contains(tag))
continue;
_availableRooms.Add(proto);
break;
}
}
if (_availableRooms.Count == 0)
return null;
var room = _availableRooms[random.Next(_availableRooms.Count)];
return room;
}
public void SpawnRoom(
EntityUid gridUid,
MapGridComponent grid,
Vector2i origin,
DungeonRoomPrototype room,
Random random,
bool clearExisting = false,
bool rotation = false)
{
var originTransform = Matrix3.CreateTranslation(origin);
SpawnRoom(gridUid, grid, originTransform, room, random, clearExisting, rotation);
}
public void SpawnRoom(
EntityUid gridUid,
MapGridComponent grid,
Matrix3 transform,
DungeonRoomPrototype room,
Random random,
bool clearExisting = false,
bool rotation = false)
{
// Ensure the underlying template exists.
var roomMap = GetOrCreateTemplate(room);
var templateMapUid = _mapManager.GetMapEntityId(roomMap);
var templateGrid = Comp<MapGridComponent>(templateMapUid);
var roomRotation = Angle.Zero;
var roomDimensions = room.Size;
if (rotation)
{
if (roomDimensions.X == roomDimensions.Y)
{
// Give it a random rotation
roomRotation = random.Next(4) * Math.PI / 2;
}
else if (random.Next(2) == 1)
{
roomRotation += Math.PI;
}
}
var roomTransform = Matrix3.CreateTransform((Vector2) room.Size / 2f, roomRotation);
Matrix3.Multiply(roomTransform, transform, out var finalTransform);
var finalRoomRotation = finalTransform.Rotation();
// go BRRNNTTT on existing stuff
if (clearExisting)
{
var gridBounds = new Box2(transform.Transform(Vector2.Zero), transform.Transform(room.Size));
_entitySet.Clear();
// Polygon skin moment
gridBounds = gridBounds.Enlarged(-0.05f);
_lookup.GetLocalEntitiesIntersecting(gridUid, gridBounds, _entitySet, LookupFlags.Uncontained);
foreach (var templateEnt in _entitySet)
{
Del(templateEnt);
}
if (TryComp(gridUid, out DecalGridComponent? decalGrid))
{
foreach (var decal in _decals.GetDecalsIntersecting(gridUid, gridBounds, decalGrid))
{
_decals.RemoveDecal(gridUid, decal.Index, decalGrid);
}
}
}
var roomCenter = (room.Offset + room.Size / 2f) * grid.TileSize;
var tileOffset = -roomCenter + grid.TileSizeHalfVector;
_tiles.Clear();
// Load tiles
for (var x = 0; x < roomDimensions.X; x++)
{
for (var y = 0; y < roomDimensions.Y; y++)
{
var indices = new Vector2i(x + room.Offset.X, y + room.Offset.Y);
var tileRef = _maps.GetTileRef(templateMapUid, templateGrid, indices);
var tilePos = finalTransform.Transform(indices + tileOffset);
var rounded = tilePos.Floored();
_tiles.Add((rounded, tileRef.Tile));
}
}
var bounds = new Box2(room.Offset, room.Offset + room.Size);
_maps.SetTiles(gridUid, grid, _tiles);
// Load entities
// TODO: I don't think engine supports full entity copying so we do this piece of shit.
foreach (var templateEnt in _lookup.GetEntitiesIntersecting(templateMapUid, bounds, LookupFlags.Uncontained))
{
var templateXform = _xformQuery.GetComponent(templateEnt);
var childPos = finalTransform.Transform(templateXform.LocalPosition - roomCenter);
var childRot = templateXform.LocalRotation + finalRoomRotation;
var protoId = _metaQuery.GetComponent(templateEnt).EntityPrototype?.ID;
// TODO: Copy the templated entity as is with serv
var ent = Spawn(protoId, new EntityCoordinates(gridUid, childPos));
var childXform = _xformQuery.GetComponent(ent);
var anchored = templateXform.Anchored;
_transform.SetLocalRotation(ent, childRot, childXform);
// If the templated entity was anchored then anchor us too.
if (anchored && !childXform.Anchored)
_transform.AnchorEntity(ent, childXform, grid);
else if (!anchored && childXform.Anchored)
_transform.Unanchor(ent, childXform);
}
// Load decals
if (TryComp<DecalGridComponent>(templateMapUid, out var loadedDecals))
{
EnsureComp<DecalGridComponent>(gridUid);
foreach (var (_, decal) in _decals.GetDecalsIntersecting(templateMapUid, bounds, loadedDecals))
{
// Offset by 0.5 because decals are offset from bot-left corner
// So we convert it to center of tile then convert it back again after transform.
// Do these shenanigans because 32x32 decals assume as they are centered on bottom-left of tiles.
var position = finalTransform.Transform(decal.Coordinates + Vector2Helpers.Half - roomCenter);
position -= Vector2Helpers.Half;
// Umm uhh I love decals so uhhhh idk what to do about this
var angle = (decal.Angle + finalRoomRotation).Reduced();
// Adjust because 32x32 so we can't rotate cleanly
// Yeah idk about the uhh vectors here but it looked visually okay but they may still be off by 1.
// Also EyeManager.PixelsPerMeter should really be in shared.
if (angle.Equals(Math.PI))
{
position += new Vector2(-1f / 32f, 1f / 32f);
}
else if (angle.Equals(-Math.PI / 2f))
{
position += new Vector2(-1f / 32f, 0f);
}
else if (angle.Equals(Math.PI / 2f))
{
position += new Vector2(0f, 1f / 32f);
}
else if (angle.Equals(Math.PI * 1.5f))
{
// I hate this but decals are bottom-left rather than center position and doing the
// matrix ops is a PITA hence this workaround for now; I also don't want to add a stupid
// field for 1 specific op on decals
if (decal.Id != "DiagonalCheckerAOverlay" &&
decal.Id != "DiagonalCheckerBOverlay")
{
position += new Vector2(-1f / 32f, 0f);
}
}
var tilePos = position.Floored();
// Fallback because uhhhhhhhh yeah, a corner tile might look valid on the original
// but place 1 nanometre off grid and fail the add.
if (!_maps.TryGetTileRef(gridUid, grid, tilePos, out var tileRef) || tileRef.Tile.IsEmpty)
{
_maps.SetTile(gridUid, grid, tilePos, _tileDefManager.GetVariantTile(FallbackTileId, _random));
}
var result = _decals.TryAddDecal(
decal.Id,
new EntityCoordinates(gridUid, position),
out _,
decal.Color,
angle,
decal.ZIndex,
decal.Cleanable);
DebugTools.Assert(result);
}
}
}
}

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@@ -7,6 +7,7 @@ using Content.Server.GameTicking.Events;
using Content.Shared.CCVar;
using Content.Shared.Construction.EntitySystems;
using Content.Shared.GameTicking;
using Content.Shared.Maps;
using Content.Shared.Physics;
using Content.Shared.Procedural;
using Robust.Server.GameObjects;
@@ -15,6 +16,7 @@ using Robust.Shared.Console;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server.Procedural;
@@ -24,14 +26,20 @@ public sealed partial class DungeonSystem : SharedDungeonSystem
[Dependency] private readonly IConsoleHost _console = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IPrototypeManager _prototype = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly ITileDefinitionManager _tileDefManager = default!;
[Dependency] private readonly AnchorableSystem _anchorable = default!;
[Dependency] private readonly DecalSystem _decals = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly MapLoaderSystem _loader = default!;
[Dependency] private readonly SharedMapSystem _maps = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
private ISawmill _sawmill = default!;
private HashSet<EntityUid> _entSet = new();
private readonly List<(Vector2i, Tile)> _tiles = new();
private EntityQuery<MetaDataComponent> _metaQuery;
private EntityQuery<TransformComponent> _xformQuery;
private const double DungeonJobTime = 0.005;
@@ -41,10 +49,15 @@ public sealed partial class DungeonSystem : SharedDungeonSystem
private readonly JobQueue _dungeonJobQueue = new(DungeonJobTime);
private readonly Dictionary<DungeonJob, CancellationTokenSource> _dungeonJobs = new();
[ValidatePrototypeId<ContentTileDefinition>]
public const string FallbackTileId = "FloorSteel";
public override void Initialize()
{
base.Initialize();
_sawmill = Logger.GetSawmill("dungen");
_metaQuery = GetEntityQuery<MetaDataComponent>();
_xformQuery = GetEntityQuery<TransformComponent>();
_console.RegisterCommand("dungen", Loc.GetString("cmd-dungen-desc"), Loc.GetString("cmd-dungen-help"), GenerateDungeon, CompletionCallback);
_console.RegisterCommand("dungen_preset_vis", Loc.GetString("cmd-dungen_preset_vis-desc"), Loc.GetString("cmd-dungen_preset_vis-help"), DungeonPresetVis, PresetCallback);
_console.RegisterCommand("dungen_pack_vis", Loc.GetString("cmd-dungen_pack_vis-desc"), Loc.GetString("cmd-dungen_pack_vis-help"), DungeonPackVis, PackCallback);
@@ -176,7 +189,7 @@ public sealed partial class DungeonSystem : SharedDungeonSystem
{
var cancelToken = new CancellationTokenSource();
var job = new DungeonJob(
_sawmill,
Log,
DungeonJobTime,
EntityManager,
_mapManager,
@@ -207,7 +220,7 @@ public sealed partial class DungeonSystem : SharedDungeonSystem
{
var cancelToken = new CancellationTokenSource();
var job = new DungeonJob(
_sawmill,
Log,
DungeonJobTime,
EntityManager,
_mapManager,

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@@ -0,0 +1,37 @@
using Content.Shared.Procedural;
using Content.Shared.Whitelist;
using Robust.Shared.Prototypes;
namespace Content.Server.Procedural;
/// <summary>
/// Marker that indicates the specified room prototype should occupy this space.
/// </summary>
[RegisterComponent]
public sealed partial class RoomFillComponent : Component
{
/// <summary>
/// Are we allowed to rotate room templates?
/// If the room is not a square this will only do 180 degree rotations.
/// </summary>
[DataField]
public bool Rotation = true;
/// <summary>
/// Size of the room to fill.
/// </summary>
[DataField(required: true)]
public Vector2i Size;
/// <summary>
/// Rooms allowed for the marker.
/// </summary>
[DataField]
public EntityWhitelist? RoomWhitelist;
/// <summary>
/// Should any existing entities / decals be bulldozed first.
/// </summary>
[DataField]
public bool ClearExisting;
}

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@@ -0,0 +1,50 @@
using Robust.Shared.Map.Components;
namespace Content.Server.Procedural;
public sealed class RoomFillSystem : EntitySystem
{
[Dependency] private readonly DungeonSystem _dungeon = default!;
[Dependency] private readonly SharedMapSystem _maps = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<RoomFillComponent, MapInitEvent>(OnRoomFillMapInit);
}
private void OnRoomFillMapInit(EntityUid uid, RoomFillComponent component, MapInitEvent args)
{
// Just test things.
if (component.Size == Vector2i.Zero)
return;
var xform = Transform(uid);
if (xform.GridUid != null)
{
var random = new Random();
var room = _dungeon.GetRoomPrototype(component.Size, random, component.RoomWhitelist);
if (room != null)
{
var mapGrid = Comp<MapGridComponent>(xform.GridUid.Value);
_dungeon.SpawnRoom(
xform.GridUid.Value,
mapGrid,
_maps.LocalToTile(xform.GridUid.Value, mapGrid, xform.Coordinates),
room,
random,
clearExisting: component.ClearExisting,
rotation: component.Rotation);
}
else
{
Log.Error($"Unable to find matching room prototype for {ToPrettyString(uid)}");
}
}
// Final cleanup
QueueDel(uid);
}
}

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@@ -0,0 +1,13 @@
- type: entity
id: BaseRoomMarker
name: Room marker
parent: MarkerBase
suffix: Weh
components:
- type: RoomFill
size: 5,5
- type: Sprite
layers:
- state: red
- sprite: Mobs/Aliens/elemental.rsi
state: alive