mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-30 16:17:27 +00:00
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
220 lines
8.0 KiB
C#
220 lines
8.0 KiB
C#
using System.Linq;
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using Content.Server.Gateway.Components;
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using Content.Server.Parallax;
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using Content.Server.Procedural;
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using Content.Shared.CCVar;
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using Content.Shared.Dataset;
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using Content.Shared.Maps;
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using Content.Shared.Parallax.Biomes;
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using Content.Shared.Procedural;
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using Content.Shared.Salvage;
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using Robust.Shared.Configuration;
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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.Random;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Server.Gateway.Systems;
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/// <summary>
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/// Generates gateway destinations regularly and indefinitely that can be chosen from.
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/// </summary>
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public sealed class GatewayGeneratorSystem : EntitySystem
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{
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[Dependency] private readonly IConfigurationManager _cfgManager = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IPrototypeManager _protoManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly ITileDefinitionManager _tileDefManager = default!;
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[Dependency] private readonly BiomeSystem _biome = default!;
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[Dependency] private readonly DungeonSystem _dungeon = default!;
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[Dependency] private readonly GatewaySystem _gateway = default!;
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[Dependency] private readonly MetaDataSystem _metadata = default!;
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[Dependency] private readonly SharedMapSystem _maps = default!;
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[Dependency] private readonly SharedSalvageSystem _salvage = default!;
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[Dependency] private readonly TileSystem _tile = default!;
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private static readonly ProtoId<LocalizedDatasetPrototype> PlanetNames = "NamesBorer";
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private static readonly ProtoId<BiomeTemplatePrototype> BiomeTemplate = "Continental";
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private static readonly ProtoId<DungeonConfigPrototype> DungeonConfig = "Experiment";
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// TODO:
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// Fix shader some more
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// Show these in UI
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// Use regular mobs for thingo.
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// Use salvage mission params
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// Add the funny song
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// Put salvage params in the UI
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// Re-use salvage config stuff for the RNG
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// Have it in the UI like expeditions.
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// Also add weather coz it's funny.
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// Add songs (incl. the downloaded one) to the ambient music playlist for planet probably.
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// Copy most of salvage mission spawner
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<GatewayGeneratorComponent, MapInitEvent>(OnGeneratorMapInit);
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SubscribeLocalEvent<GatewayGeneratorComponent, ComponentShutdown>(OnGeneratorShutdown);
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SubscribeLocalEvent<GatewayGeneratorDestinationComponent, AttemptGatewayOpenEvent>(OnGeneratorAttemptOpen);
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SubscribeLocalEvent<GatewayGeneratorDestinationComponent, GatewayOpenEvent>(OnGeneratorOpen);
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}
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private void OnGeneratorShutdown(EntityUid uid, GatewayGeneratorComponent component, ComponentShutdown args)
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{
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foreach (var genUid in component.Generated)
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{
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if (Deleted(genUid))
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continue;
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QueueDel(genUid);
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}
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}
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private void OnGeneratorMapInit(EntityUid uid, GatewayGeneratorComponent generator, MapInitEvent args)
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{
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if (!_cfgManager.GetCVar(CCVars.GatewayGeneratorEnabled))
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return;
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generator.NextUnlock = TimeSpan.FromMinutes(5);
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for (var i = 0; i < 3; i++)
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{
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GenerateDestination(uid, generator);
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}
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}
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private void GenerateDestination(EntityUid uid, GatewayGeneratorComponent? generator = null)
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{
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if (!Resolve(uid, ref generator))
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return;
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var tileDef = _tileDefManager["FloorSteel"];
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const int MaxOffset = 256;
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var tiles = new List<(Vector2i Index, Tile Tile)>();
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var seed = _random.Next();
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var random = new Random(seed);
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var mapUid = _maps.CreateMap();
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var gatewayName = _salvage.GetFTLName(_protoManager.Index(PlanetNames), seed);
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_metadata.SetEntityName(mapUid, gatewayName);
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var origin = new Vector2i(random.Next(-MaxOffset, MaxOffset), random.Next(-MaxOffset, MaxOffset));
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var restricted = new RestrictedRangeComponent
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{
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Origin = origin
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};
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AddComp(mapUid, restricted);
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_biome.EnsurePlanet(mapUid, _protoManager.Index(BiomeTemplate), seed);
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var grid = Comp<MapGridComponent>(mapUid);
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for (var x = -2; x <= 2; x++)
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{
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for (var y = -2; y <= 2; y++)
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{
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tiles.Add((new Vector2i(x, y) + origin, new Tile(tileDef.TileId, variant: _tile.PickVariant((ContentTileDefinition)tileDef, random))));
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}
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}
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// Clear area nearby as a sort of landing pad.
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_maps.SetTiles(mapUid, grid, tiles);
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_metadata.SetEntityName(mapUid, gatewayName);
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var originCoords = new EntityCoordinates(mapUid, origin);
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var genDest = AddComp<GatewayGeneratorDestinationComponent>(mapUid);
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genDest.Origin = origin;
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genDest.Seed = seed;
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genDest.Generator = uid;
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// Create the gateway.
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var gatewayUid = SpawnAtPosition(generator.Proto, originCoords);
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var gatewayComp = Comp<GatewayComponent>(gatewayUid);
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_gateway.SetDestinationName(gatewayUid, FormattedMessage.FromMarkupOrThrow($"[color=#D381C996]{gatewayName}[/color]"), gatewayComp);
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_gateway.SetEnabled(gatewayUid, true, gatewayComp);
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generator.Generated.Add(mapUid);
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}
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private void OnGeneratorAttemptOpen(Entity<GatewayGeneratorDestinationComponent> ent, ref AttemptGatewayOpenEvent args)
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{
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if (ent.Comp.Loaded || args.Cancelled)
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return;
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if (!TryComp(ent.Comp.Generator, out GatewayGeneratorComponent? generatorComp))
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return;
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if (generatorComp.NextUnlock + _metadata.GetPauseTime(ent.Owner) <= _timing.CurTime)
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return;
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args.Cancelled = true;
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}
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private void OnGeneratorOpen(Entity<GatewayGeneratorDestinationComponent> ent, ref GatewayOpenEvent args)
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{
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if (ent.Comp.Loaded)
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return;
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if (TryComp(ent.Comp.Generator, out GatewayGeneratorComponent? generatorComp))
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{
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generatorComp.NextUnlock = _timing.CurTime + generatorComp.UnlockCooldown;
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_gateway.UpdateAllGateways();
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// Generate another destination to keep them going.
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GenerateDestination(ent.Comp.Generator);
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}
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if (!TryComp(args.MapUid, out MapGridComponent? grid))
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return;
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ent.Comp.Locked = false;
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ent.Comp.Loaded = true;
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// Do dungeon
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var seed = ent.Comp.Seed;
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var origin = ent.Comp.Origin;
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var random = new Random(seed);
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var dungeonDistance = random.Next(3, 6);
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var dungeonRotation = _dungeon.GetDungeonRotation(seed);
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var dungeonPosition = (origin + dungeonRotation.RotateVec(new Vector2i(0, dungeonDistance))).Floored();
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_dungeon.GenerateDungeon(_protoManager.Index(DungeonConfig), args.MapUid, grid, dungeonPosition, seed);
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// TODO: Dungeon mobs + loot.
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// Do markers on the map.
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if (TryComp(ent.Owner, out BiomeComponent? biomeComp) && generatorComp != null)
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{
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// - Loot
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var lootLayers = generatorComp.LootLayers.ToList();
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for (var i = 0; i < generatorComp.LootLayerCount; i++)
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{
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var layerIdx = random.Next(lootLayers.Count);
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var layer = lootLayers[layerIdx];
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lootLayers.RemoveSwap(layerIdx);
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_biome.AddMarkerLayer(ent.Owner, biomeComp, layer.Id);
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}
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// - Mobs
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var mobLayers = generatorComp.MobLayers.ToList();
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for (var i = 0; i < generatorComp.MobLayerCount; i++)
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{
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var layerIdx = random.Next(mobLayers.Count);
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var layer = mobLayers[layerIdx];
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mobLayers.RemoveSwap(layerIdx);
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_biome.AddMarkerLayer(ent.Owner, biomeComp, layer.Id);
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}
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}
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}
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}
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