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...
277 lines
8.6 KiB
C#
277 lines
8.6 KiB
C#
using System.Threading;
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using System.Threading.Tasks;
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using Content.Server.Construction;
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using Robust.Shared.CPUJob.JobQueues.Queues;
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using Content.Server.Decals;
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using Content.Server.GameTicking.Events;
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using Content.Shared.CCVar;
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using Content.Shared.Construction.EntitySystems;
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using Content.Shared.GameTicking;
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using Content.Shared.Maps;
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using Content.Shared.Physics;
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using Content.Shared.Procedural;
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using Content.Shared.Tag;
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using Robust.Server.GameObjects;
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using Robust.Shared.Collections;
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using Robust.Shared.Configuration;
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using Robust.Shared.Console;
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using Robust.Shared.EntitySerialization;
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using Robust.Shared.EntitySerialization.Systems;
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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.Utility;
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namespace Content.Server.Procedural;
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public sealed partial class DungeonSystem : SharedDungeonSystem
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{
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[Dependency] private readonly IConfigurationManager _configManager = default!;
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[Dependency] private readonly IConsoleHost _console = default!;
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[Dependency] private readonly IPrototypeManager _prototype = 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 AnchorableSystem _anchorable = default!;
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[Dependency] private readonly DecalSystem _decals = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly TileSystem _tile = default!;
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[Dependency] private readonly TurfSystem _turf = default!;
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[Dependency] private readonly MapLoaderSystem _loader = default!;
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[Dependency] private readonly SharedMapSystem _maps = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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private readonly List<(Vector2i, Tile)> _tiles = new();
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private EntityQuery<MetaDataComponent> _metaQuery;
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private EntityQuery<TransformComponent> _xformQuery;
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private const double DungeonJobTime = 0.005;
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public const int CollisionMask = (int) CollisionGroup.Impassable;
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public const int CollisionLayer = (int) CollisionGroup.Impassable;
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private readonly JobQueue _dungeonJobQueue = new(DungeonJobTime);
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private readonly Dictionary<DungeonJob.DungeonJob, CancellationTokenSource> _dungeonJobs = new();
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public static readonly ProtoId<ContentTileDefinition> FallbackTileId = "FloorSteel";
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public override void Initialize()
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{
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base.Initialize();
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_metaQuery = GetEntityQuery<MetaDataComponent>();
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_xformQuery = GetEntityQuery<TransformComponent>();
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_console.RegisterCommand("dungen", Loc.GetString("cmd-dungen-desc"), Loc.GetString("cmd-dungen-help"), GenerateDungeon, CompletionCallback);
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_console.RegisterCommand("dungen_preset_vis", Loc.GetString("cmd-dungen_preset_vis-desc"), Loc.GetString("cmd-dungen_preset_vis-help"), DungeonPresetVis, PresetCallback);
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_console.RegisterCommand("dungen_pack_vis", Loc.GetString("cmd-dungen_pack_vis-desc"), Loc.GetString("cmd-dungen_pack_vis-help"), DungeonPackVis, PackCallback);
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SubscribeLocalEvent<PrototypesReloadedEventArgs>(PrototypeReload);
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SubscribeLocalEvent<RoundRestartCleanupEvent>(OnRoundCleanup);
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SubscribeLocalEvent<RoundStartingEvent>(OnRoundStart);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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_dungeonJobQueue.Process();
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}
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private void OnRoundCleanup(RoundRestartCleanupEvent ev)
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{
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foreach (var token in _dungeonJobs.Values)
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{
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token.Cancel();
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}
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_dungeonJobs.Clear();
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}
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private void OnRoundStart(RoundStartingEvent ev)
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{
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var query = AllEntityQuery<DungeonAtlasTemplateComponent>();
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while (query.MoveNext(out var uid, out _))
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{
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QueueDel(uid);
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}
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if (!_configManager.GetCVar(CCVars.ProcgenPreload))
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return;
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// Force all templates to be setup.
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foreach (var room in _prototype.EnumeratePrototypes<DungeonRoomPrototype>())
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{
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GetOrCreateTemplate(room);
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}
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}
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public override void Shutdown()
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{
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base.Shutdown();
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foreach (var token in _dungeonJobs.Values)
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{
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token.Cancel();
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}
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_dungeonJobs.Clear();
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}
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private void PrototypeReload(PrototypesReloadedEventArgs obj)
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{
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if (!obj.ByType.TryGetValue(typeof(DungeonRoomPrototype), out var rooms))
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{
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return;
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}
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foreach (var proto in rooms.Modified.Values)
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{
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var roomProto = (DungeonRoomPrototype) proto;
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var query = AllEntityQuery<DungeonAtlasTemplateComponent>();
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while (query.MoveNext(out var uid, out var comp))
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{
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if (!roomProto.AtlasPath.Equals(comp.Path))
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continue;
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QueueDel(uid);
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break;
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}
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}
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if (!_configManager.GetCVar(CCVars.ProcgenPreload))
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return;
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foreach (var proto in rooms.Modified.Values)
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{
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var roomProto = (DungeonRoomPrototype) proto;
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var query = AllEntityQuery<DungeonAtlasTemplateComponent>();
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var found = false;
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while (query.MoveNext(out var comp))
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{
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if (!roomProto.AtlasPath.Equals(comp.Path))
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continue;
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found = true;
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break;
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}
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if (!found)
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{
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GetOrCreateTemplate(roomProto);
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}
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}
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}
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public MapId GetOrCreateTemplate(DungeonRoomPrototype proto)
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{
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var query = AllEntityQuery<DungeonAtlasTemplateComponent>();
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DungeonAtlasTemplateComponent? comp;
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while (query.MoveNext(out var uid, out comp))
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{
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// Exists
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if (comp.Path.Equals(proto.AtlasPath))
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return Transform(uid).MapID;
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}
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var opts = new MapLoadOptions
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{
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DeserializationOptions = DeserializationOptions.Default with {PauseMaps = true},
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ExpectedCategory = FileCategory.Map
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};
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if (!_loader.TryLoadGeneric(proto.AtlasPath, out var res, opts) || !res.Maps.TryFirstOrNull(out var map))
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throw new Exception($"Failed to load dungeon template.");
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comp = AddComp<DungeonAtlasTemplateComponent>(map.Value.Owner);
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comp.Path = proto.AtlasPath;
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return map.Value.Comp.MapId;
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}
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/// <summary>
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/// Generates a dungeon in the background with the specified config.
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/// </summary>
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/// <param name="coordinates">Coordinates to move the dungeon to afterwards. Will delete the original map</param>
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public void GenerateDungeon(DungeonConfig gen,
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EntityUid gridUid,
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MapGridComponent grid,
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Vector2i position,
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int seed,
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EntityCoordinates? coordinates = null)
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{
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var cancelToken = new CancellationTokenSource();
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var job = new DungeonJob.DungeonJob(
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Log,
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DungeonJobTime,
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EntityManager,
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_prototype,
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_tileDefManager,
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_anchorable,
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_decals,
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this,
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_lookup,
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_tile,
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_turf,
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_transform,
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gen,
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grid,
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gridUid,
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seed,
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position,
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coordinates,
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cancelToken.Token);
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_dungeonJobs.Add(job, cancelToken);
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_dungeonJobQueue.EnqueueJob(job);
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}
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public async Task<List<Dungeon>> GenerateDungeonAsync(
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DungeonConfig gen,
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EntityUid gridUid,
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MapGridComponent grid,
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Vector2i position,
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int seed)
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{
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var cancelToken = new CancellationTokenSource();
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var job = new DungeonJob.DungeonJob(
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Log,
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DungeonJobTime,
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EntityManager,
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_prototype,
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_tileDefManager,
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_anchorable,
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_decals,
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this,
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_lookup,
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_tile,
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_turf,
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_transform,
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gen,
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grid,
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gridUid,
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seed,
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position,
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null,
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cancelToken.Token);
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_dungeonJobs.Add(job, cancelToken);
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_dungeonJobQueue.EnqueueJob(job);
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await job.AsTask;
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if (job.Exception != null)
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{
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throw job.Exception;
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}
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return job.Result!;
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}
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public Angle GetDungeonRotation(int seed)
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{
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// Mask 0 | 1 for rotation seed
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var dungeonRotationSeed = 3 & seed;
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return Math.PI / 2 * dungeonRotationSeed;
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}
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}
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