mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-10-01 08:37:26 +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...
350 lines
13 KiB
C#
350 lines
13 KiB
C#
using System.Linq;
|
|
using System.Threading;
|
|
using System.Threading.Tasks;
|
|
using Content.Server.Decals;
|
|
using Content.Server.NPC.Components;
|
|
using Content.Server.NPC.HTN;
|
|
using Content.Server.NPC.Systems;
|
|
using Content.Server.Shuttles.Systems;
|
|
using Content.Shared.Construction.EntitySystems;
|
|
using Content.Shared.EntityTable;
|
|
using Content.Shared.Maps;
|
|
using Content.Shared.Procedural;
|
|
using Content.Shared.Procedural.DungeonGenerators;
|
|
using Content.Shared.Procedural.DungeonLayers;
|
|
using Content.Shared.Procedural.PostGeneration;
|
|
using Content.Shared.Tag;
|
|
using JetBrains.Annotations;
|
|
using Robust.Server.Physics;
|
|
using Robust.Shared.CPUJob.JobQueues;
|
|
using Robust.Shared.Map;
|
|
using Robust.Shared.Map.Components;
|
|
using Robust.Shared.Physics.Components;
|
|
using Robust.Shared.Prototypes;
|
|
using Robust.Shared.Random;
|
|
using Robust.Shared.Utility;
|
|
using IDunGenLayer = Content.Shared.Procedural.IDunGenLayer;
|
|
|
|
namespace Content.Server.Procedural.DungeonJob;
|
|
|
|
public sealed partial class DungeonJob : Job<List<Dungeon>>
|
|
{
|
|
public bool TimeSlice = true;
|
|
|
|
private readonly IEntityManager _entManager;
|
|
private readonly IPrototypeManager _prototype;
|
|
private readonly ITileDefinitionManager _tileDefManager;
|
|
|
|
private readonly AnchorableSystem _anchorable;
|
|
private readonly DecalSystem _decals;
|
|
private readonly DungeonSystem _dungeon;
|
|
private readonly EntityLookupSystem _lookup;
|
|
private readonly EntityTableSystem _entTable;
|
|
private readonly TagSystem _tags;
|
|
private readonly TileSystem _tile;
|
|
private readonly TurfSystem _turf;
|
|
private readonly SharedMapSystem _maps;
|
|
private readonly SharedTransformSystem _transform;
|
|
|
|
private EntityQuery<PhysicsComponent> _physicsQuery;
|
|
private EntityQuery<TransformComponent> _xformQuery;
|
|
|
|
private readonly DungeonConfig _gen;
|
|
private readonly int _seed;
|
|
private readonly Vector2i _position;
|
|
|
|
private readonly EntityUid _gridUid;
|
|
private readonly MapGridComponent _grid;
|
|
|
|
private readonly EntityCoordinates? _targetCoordinates;
|
|
|
|
private readonly ISawmill _sawmill;
|
|
|
|
public DungeonJob(
|
|
ISawmill sawmill,
|
|
double maxTime,
|
|
IEntityManager entManager,
|
|
IPrototypeManager prototype,
|
|
ITileDefinitionManager tileDefManager,
|
|
AnchorableSystem anchorable,
|
|
DecalSystem decals,
|
|
DungeonSystem dungeon,
|
|
EntityLookupSystem lookup,
|
|
TileSystem tile,
|
|
TurfSystem turf,
|
|
SharedTransformSystem transform,
|
|
DungeonConfig gen,
|
|
MapGridComponent grid,
|
|
EntityUid gridUid,
|
|
int seed,
|
|
Vector2i position,
|
|
EntityCoordinates? targetCoordinates = null,
|
|
CancellationToken cancellation = default) : base(maxTime, cancellation)
|
|
{
|
|
_sawmill = sawmill;
|
|
_entManager = entManager;
|
|
_prototype = prototype;
|
|
_tileDefManager = tileDefManager;
|
|
|
|
_anchorable = anchorable;
|
|
_decals = decals;
|
|
_dungeon = dungeon;
|
|
_lookup = lookup;
|
|
_tile = tile;
|
|
_turf = turf;
|
|
_tags = _entManager.System<TagSystem>();
|
|
_maps = _entManager.System<SharedMapSystem>();
|
|
_entTable = _entManager.System<EntityTableSystem>();
|
|
_transform = transform;
|
|
|
|
_physicsQuery = _entManager.GetEntityQuery<PhysicsComponent>();
|
|
_xformQuery = _entManager.GetEntityQuery<TransformComponent>();
|
|
|
|
_gen = gen;
|
|
_grid = grid;
|
|
_gridUid = gridUid;
|
|
_seed = seed;
|
|
_position = position;
|
|
_targetCoordinates = targetCoordinates;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the relevant dungeon, running recursively as relevant.
|
|
/// </summary>
|
|
/// <param name="reserve">Should we reserve tiles even if the config doesn't specify.</param>
|
|
private async Task<List<Dungeon>> GetDungeons(
|
|
Vector2i position,
|
|
DungeonConfig config,
|
|
List<IDunGenLayer> layers,
|
|
HashSet<Vector2i> reservedTiles,
|
|
int seed,
|
|
Random random,
|
|
List<Dungeon>? existing = null)
|
|
{
|
|
var dungeons = new List<Dungeon>();
|
|
|
|
// Don't pass dungeons back up the "stack". They are ref types though it's a caller problem if they start trying to mutate it.
|
|
if (existing != null)
|
|
{
|
|
dungeons.AddRange(existing);
|
|
}
|
|
|
|
var count = random.Next(config.MinCount, config.MaxCount + 1);
|
|
|
|
for (var i = 0; i < count; i++)
|
|
{
|
|
position += random.NextPolarVector2(config.MinOffset, config.MaxOffset).Floored();
|
|
|
|
foreach (var layer in layers)
|
|
{
|
|
var dungCount = dungeons.Count;
|
|
await RunLayer(dungeons, position, layer, reservedTiles, seed, random);
|
|
|
|
if (config.ReserveTiles)
|
|
{
|
|
// Reserve tiles on any new dungeons.
|
|
for (var d = dungCount; d < dungeons.Count; d++)
|
|
{
|
|
var dungeon = dungeons[d];
|
|
reservedTiles.UnionWith(dungeon.AllTiles);
|
|
}
|
|
}
|
|
|
|
await SuspendDungeon();
|
|
if (!ValidateResume())
|
|
return new List<Dungeon>();
|
|
}
|
|
}
|
|
|
|
return dungeons;
|
|
}
|
|
|
|
protected override async Task<List<Dungeon>?> Process()
|
|
{
|
|
_sawmill.Info($"Generating dungeon {_gen} with seed {_seed} on {_entManager.ToPrettyString(_gridUid)}");
|
|
_grid.CanSplit = false;
|
|
var random = new Random(_seed);
|
|
var position = (_position + random.NextPolarVector2(_gen.MinOffset, _gen.MaxOffset)).Floored();
|
|
|
|
// Tiles we can no longer generate on due to being reserved elsewhere.
|
|
var reservedTiles = new HashSet<Vector2i>();
|
|
|
|
var dungeons = await GetDungeons(position, _gen, _gen.Layers, reservedTiles, _seed, random);
|
|
// To make it slightly more deterministic treat this RNG as separate ig.
|
|
|
|
// Post-processing after finishing loading.
|
|
if (_targetCoordinates != null)
|
|
{
|
|
var oldMap = _xformQuery.Comp(_gridUid).MapUid;
|
|
_entManager.System<ShuttleSystem>().TryFTLProximity(_gridUid, _targetCoordinates.Value);
|
|
_entManager.DeleteEntity(oldMap);
|
|
}
|
|
|
|
// Defer splitting so they don't get spammed and so we don't have to worry about tracking the grid along the way.
|
|
_grid.CanSplit = true;
|
|
_entManager.System<GridFixtureSystem>().CheckSplits(_gridUid);
|
|
var npcSystem = _entManager.System<NPCSystem>();
|
|
var npcs = new HashSet<Entity<HTNComponent>>();
|
|
|
|
_lookup.GetChildEntities(_gridUid, npcs);
|
|
|
|
foreach (var npc in npcs)
|
|
{
|
|
npcSystem.WakeNPC(npc.Owner, npc.Comp);
|
|
}
|
|
|
|
_sawmill.Info($"Finished generating dungeon {_gen} with seed {_seed}");
|
|
return dungeons;
|
|
}
|
|
|
|
private async Task RunLayer(
|
|
List<Dungeon> dungeons,
|
|
Vector2i position,
|
|
IDunGenLayer layer,
|
|
HashSet<Vector2i> reservedTiles,
|
|
int seed,
|
|
Random random)
|
|
{
|
|
_sawmill.Debug($"Doing postgen {layer.GetType()} for {_gen} with seed {_seed}");
|
|
|
|
// If there's a way to just call the methods directly for the love of god tell me.
|
|
// Some of these don't care about reservedtiles because they only operate on dungeon tiles (which should
|
|
// never be reserved)
|
|
|
|
// Some may or may not return dungeons.
|
|
// It's clamplicated but yeah procgen layering moment I'll take constructive feedback.
|
|
|
|
switch (layer)
|
|
{
|
|
case AutoCablingDunGen cabling:
|
|
await PostGen(cabling, dungeons[^1], reservedTiles, random);
|
|
break;
|
|
case BiomeMarkerLayerDunGen markerPost:
|
|
await PostGen(markerPost, dungeons[^1], reservedTiles, random);
|
|
break;
|
|
case BiomeDunGen biome:
|
|
await PostGen(biome, dungeons[^1], reservedTiles, random);
|
|
break;
|
|
case BoundaryWallDunGen boundary:
|
|
await PostGen(boundary, dungeons[^1], reservedTiles, random);
|
|
break;
|
|
case CornerClutterDunGen clutter:
|
|
await PostGen(clutter, dungeons[^1], reservedTiles, random);
|
|
break;
|
|
case CorridorClutterDunGen corClutter:
|
|
await PostGen(corClutter, dungeons[^1], reservedTiles, random);
|
|
break;
|
|
case CorridorDunGen cordor:
|
|
await PostGen(cordor, dungeons[^1], reservedTiles, random);
|
|
break;
|
|
case CorridorDecalSkirtingDunGen decks:
|
|
await PostGen(decks, dungeons[^1], reservedTiles, random);
|
|
break;
|
|
case EntranceFlankDunGen flank:
|
|
await PostGen(flank, dungeons[^1], reservedTiles, random);
|
|
break;
|
|
case ExteriorDunGen exterior:
|
|
dungeons.AddRange(await GenerateExteriorDungen(position, exterior, reservedTiles, random));
|
|
break;
|
|
case FillGridDunGen fill:
|
|
await GenerateFillDunGen(fill, dungeons, reservedTiles);
|
|
break;
|
|
case JunctionDunGen junc:
|
|
await PostGen(junc, dungeons[^1], reservedTiles, random);
|
|
break;
|
|
case MiddleConnectionDunGen dordor:
|
|
await PostGen(dordor, dungeons[^1], reservedTiles, random);
|
|
break;
|
|
case DungeonEntranceDunGen entrance:
|
|
await PostGen(entrance, dungeons[^1], reservedTiles, random);
|
|
break;
|
|
case ExternalWindowDunGen externalWindow:
|
|
await PostGen(externalWindow, dungeons[^1], reservedTiles, random);
|
|
break;
|
|
case InternalWindowDunGen internalWindow:
|
|
await PostGen(internalWindow, dungeons[^1], reservedTiles, random);
|
|
break;
|
|
case MobsDunGen mob:
|
|
await PostGen(mob, dungeons[^1], random);
|
|
break;
|
|
case EntityTableDunGen entityTable:
|
|
await PostGen(entityTable, dungeons, reservedTiles, random);
|
|
break;
|
|
case NoiseDistanceDunGen distance:
|
|
dungeons.Add(await GenerateNoiseDistanceDunGen(position, distance, reservedTiles, seed, random));
|
|
break;
|
|
case NoiseDunGen noise:
|
|
dungeons.Add(await GenerateNoiseDunGen(position, noise, reservedTiles, seed, random));
|
|
break;
|
|
case OreDunGen ore:
|
|
await PostGen(ore, dungeons, reservedTiles, random);
|
|
break;
|
|
case PrefabDunGen prefab:
|
|
dungeons.Add(await GeneratePrefabDunGen(position, prefab, reservedTiles, random));
|
|
break;
|
|
case PrototypeDunGen prototypo:
|
|
var groupConfig = _prototype.Index(prototypo.Proto);
|
|
position = (position + random.NextPolarVector2(groupConfig.MinOffset, groupConfig.MaxOffset)).Floored();
|
|
|
|
switch (prototypo.InheritDungeons)
|
|
{
|
|
case DungeonInheritance.All:
|
|
dungeons.AddRange(await GetDungeons(position, groupConfig, groupConfig.Layers, reservedTiles, seed, random, existing: dungeons));
|
|
break;
|
|
case DungeonInheritance.Last:
|
|
dungeons.AddRange(await GetDungeons(position, groupConfig, groupConfig.Layers, reservedTiles, seed, random, existing: dungeons.GetRange(dungeons.Count - 1, 1)));
|
|
break;
|
|
case DungeonInheritance.None:
|
|
dungeons.AddRange(await GetDungeons(position, groupConfig, groupConfig.Layers, reservedTiles, seed, random));
|
|
break;
|
|
}
|
|
|
|
break;
|
|
case ReplaceTileDunGen replace:
|
|
await GenerateTileReplacementDunGen(replace, dungeons, reservedTiles, random);
|
|
break;
|
|
case RoomEntranceDunGen rEntrance:
|
|
await PostGen(rEntrance, dungeons[^1], reservedTiles, random);
|
|
break;
|
|
case SplineDungeonConnectorDunGen spline:
|
|
dungeons.Add(await PostGen(spline, dungeons, reservedTiles, random));
|
|
break;
|
|
case WallMountDunGen wall:
|
|
await PostGen(wall, dungeons[^1], reservedTiles, random);
|
|
break;
|
|
case WormCorridorDunGen worm:
|
|
await PostGen(worm, dungeons[^1], reservedTiles, random);
|
|
break;
|
|
default:
|
|
throw new NotImplementedException();
|
|
}
|
|
}
|
|
|
|
private void LogDataError(Type type)
|
|
{
|
|
_sawmill.Error($"Unable to find dungeon data keys for {type}");
|
|
}
|
|
|
|
[Pure]
|
|
private bool ValidateResume()
|
|
{
|
|
if (_entManager.Deleted(_gridUid))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Wrapper around <see cref="Job{T}.SuspendIfOutOfTime"/>
|
|
/// </summary>
|
|
private async Task SuspendDungeon()
|
|
{
|
|
if (!TimeSlice)
|
|
return;
|
|
|
|
await SuspendIfOutOfTime();
|
|
}
|
|
}
|