Guarantees that asteroid exoplanets spawn next to the Horizon. (#15514)

This commit is contained in:
Matt Atlas
2023-02-07 23:12:52 +01:00
committed by GitHub
parent f1e4531bea
commit 89a9ca8c39
4 changed files with 118 additions and 5 deletions

View File

@@ -47,6 +47,9 @@ var/global/area/overmap/map_overmap // Global object used to locate the overmap
var/list/datalink_requests = list()// A list of datalink requests that we received
var/list/datalinked = list()// Other effects that we are datalinked with
/// null | num | list. If a num or a (num, num) list, the radius or random bounds for placing this sector near the main map's overmap icon.
var/list/place_near_main
/obj/effect/overmap/visitable/Initialize()
. = ..()
if(. == INITIALIZE_HINT_QDEL)
@@ -58,10 +61,23 @@ var/global/area/overmap/map_overmap // Global object used to locate the overmap
if(!current_map.overmap_z)
build_overmap()
start_x = start_x || rand(OVERMAP_EDGE, current_map.overmap_size - OVERMAP_EDGE)
start_y = start_y || rand(OVERMAP_EDGE, current_map.overmap_size - OVERMAP_EDGE)
var/map_low = OVERMAP_EDGE
var/map_high = current_map.overmap_size - OVERMAP_EDGE
var/turf/home
if (place_near_main)
var/obj/effect/overmap/visitable/main = map_sectors["1"]
if (islist(place_near_main))
place_near_main = Roundm(Frand(place_near_main[1], place_near_main[2]), 0.1)
home = CircularRandomTurfAround(main, abs(place_near_main), map_low, map_low, map_high, map_high)
start_x = home.x
start_y = home.y
log_debug("place_near_main moving [src] near [main] ([main.x],[main.y]) with radius [place_near_main], got ([home.x],[home.y])")
else
start_x = start_x || rand(map_low, map_high)
start_y = start_y || rand(map_low, map_high)
home = locate(start_x, start_y, current_map.overmap_z)
forceMove(locate(start_x, start_y, current_map.overmap_z))
forceMove(home)
update_name()
@@ -200,6 +216,9 @@ var/global/area/overmap/map_overmap // Global object used to locate the overmap
// prior to being moved to the overmap. This blocks that. Use set_invisibility to adjust invisibility as needed instead.
/obj/effect/overmap/visitable/sector/hide()
/obj/effect/overmap/visitable/proc/handle_sensor_state_change(var/on)
return
/proc/build_overmap()
if(!current_map.use_overmap)
return 1
@@ -225,5 +244,50 @@ var/global/area/overmap/map_overmap // Global object used to locate the overmap
testing("Overmap build complete.")
return 1
/obj/effect/overmap/visitable/proc/handle_sensor_state_change(var/on)
return
/// A circular random coordinate pair from 0, unit by default, scaled by radius, then rounded if round.
/proc/CircularRandomCoordinate(radius = 1, round)
var/angle = rand(0, 359)
var/x = cos(angle) * radius
var/y = sin(angle) * radius
if (round)
x = round(x)
y = round(y)
return list(x, y)
/**
* A circular random coordinate with radius on center_x, center_y,
* reflected into low_x,low_y -> high_x,high_y, clamped in low,high,
* and rounded if round is set
*
* Generally this proc is useful for placement around a point (eg a
* player) that must stay within map boundaries, or some similar circle
* in box constraint
*
* A "donut" pattern can be achieved by varying the number supplied as
* radius outside the scope of the proc, eg as BoundedCircularRandomCoordinate(Frand(1, 3), ...)
*/
/proc/BoundedCircularRandomCoordinate(radius, center_x, center_y, low_x, low_y, high_x, high_y, round)
var/list/xy = CircularRandomCoordinate(radius, round)
var/dx = xy[1]
var/dy = xy[2]
var/x = center_x + dx
var/y = center_y + dy
if (x < low_x || x > high_x)
x = center_x - dx
if (y < low_y || y > high_y)
y = center_y - dy
return list(
clamp(x, low_x, high_x),
clamp(y, low_y, high_y)
)
/// Pick a random turf using BoundedCircularRandomCoordinate about x,y on level z
/proc/CircularRandomTurf(radius, z, center_x, center_y, low_x = 1, low_y = 1, high_x = world.maxx, high_y = world.maxy)
var/list/xy = BoundedCircularRandomCoordinate(radius, center_x, center_y, low_x, low_y, high_x, high_y, TRUE)
return locate(xy[1], xy[2], z)
/// Pick a random turf using BoundedCircularRandomCoordinate around the turf of target
/proc/CircularRandomTurfAround(atom/target, radius, low_x = 1, low_y = 1, high_x = world.maxx, high_y = world.maxy)
var/turf/turf = get_turf(target)
return CircularRandomTurf(radius, turf.z, turf.x, turf.y, low_x, low_y, high_x, high_y)