mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-07-21 04:48:18 +01:00
Newmap - SMC, Openturf, Arrivals Controller, and Mine Turf Improvements (#1958)
* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.
* this is probably important
* Remove cascade disabling SSgarbage
* Fixed a bug where dust() did not qdel the target mob
* Misc fixes
* Fix decals surviving break-to-plating
* Subsystem flag tweaks
* Apparently subsystems are new'd before config is.
* Fix paper icons
* Speculative fix for insane lag
* Better machinery stat
* Make organs not use SSoverlay
* Misc bugfixes & tweaks
* Nightmode fixes
* Changelog for SMC
* Port /tg/'s improved MC crash handling
* Add some more SS Recover() procs
* supply_controller -> SScargo
* More New() -> Initialize()
* pAI and robot construction overlays
* Fix cargo unit tests
* Merge the DMM Suite's atom/New() into atoms_init
* Lighting pre-baking
* Lighting initialization logging
* Fix some bad SS init orders
* Fix SSlighting logging; rename Processes to MC
* Speculative fix for insane GC lag
* Prebaked openturf/icon_smooth & fix lighting prebake
* SS init status; SSatoms LATEQDEL
* Fix bug with MC init stat panel
* Fix parallax
* Misc
* Ignore SS_NO_DISPLAY during init
* apparently this is important
* REEEEEE
* Image GC fixes; broadcaster radio-new sanity
* RCON Cleanup
* Move pAI recruiter into subsystem
* Move global solars list into sun subsystem
* Make chickens not use a global
* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup
* Speed up space init a little
* Fix bad timer flags on floor drying
* Subsystem panic-restart verb for mins
* Explosion speedup
* Minor subsystem & MC logging tweaks
* SSopenturf improvements
* Make pipenet actually initialize (whoops)
* Minor tweaks
* Implement lighting rounding
* comments are hard okay
* Minor lattice tweaks
* Fix some timer issues & better closet init
* Timer sanity
* Request console tweaks + Storage init sanity
* Minor SSmachiner RCON improvements
* Further reduce world-start timer count
* Standardize subsystem logging
* Garbage hard delete profiling from /tg/
* Timer hang detection & recovery
* Log machines that sleep in process() and fuck up SSmachinery
* Fix an issue with external airlocks sleeping in process()
* Failsafe logging
* Minor tweaks
* Revert "Request console tweaks + Storage init sanity"
This reverts commit 98d3579e35.
* Re-implement RC changes
* Fix SQL FT saving
* Fix SSmachinery sleep in disposals
* Minor SS tweaks
* Paper fixes
* Blood drying fixes
* Merge gameticker and SSticker
* Minor global list init cleanup
* Lagcheck biogenerator & bags
* Tweak SScargo init order; RIG Initialize()
* Caching tweaks
* Remove rogue comma
* Initialize fixes
* Lighting destroy cleanup
* Fix emagging airlocks
* Initial SSicon implementation
* Tweaks & Fixes
* Fire + Air alarm queued icon updates
* Overlays + Queued icon cleanup
* Runtime & background fixes
* Kill some meaningless set statements
* Kill some image qdels
* Bump up lighting rounding val
* Fix adv. scanner destroy runtimes
* Remove unneeded icon update limiting
* Move icon smoothing into helpers
* Show a warning if DM 510 compiles without memory leak hack enabled
* Re-organize subsystems & MC defines a little
* Airlock SFX
* Log of Changes
* Make SSicon_update disable itself when not doing anything
* Fix respawn verb runtime when used early in server-init
* Add more information to MC's stat_entry()
* Replace direct refernces to gcDestroyed with QDEL* macros
* plant_controller -> SSplants
* More plant tweaks
* Add more humor to changelog
* Move parallax globals into SSparallax
* Lighting responsiveness tweaks
* Fix parallax init order & better MC init panel stat
* Make mobs GC
* More overlays + Remove intercom spawn()
* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.
* Update changelog
* Mob GC tweaks
* Del() cleanup
* Fix insomniac ZAS connection edges
* Minor pAI cleanup
* Convert more things to SSoverlay; fix duplicated overlay in field gens
* SM Bluespace turf tweaks
* Update SSgarbage debug globals list
* Human-type qdel tweaks
* Subsystem suspension; stat_entry improvements
* SQL Statistics cleanup
* Fix runtimes with ambrosia
* More disable() -> suspend(); fix nightmode again
* Human qdel fix; minor tweaks
* Update turbolift to work with StonedMC
* Make lifts use timers instead of a subsystem
* Make SSassets start earlier
* Convert the radio controller into a subsystem
* Fix some missing CHECK_TICKs in asteroid generation
* MC stat tweaks; make shouldnt_see a typecache
* Kill some redundant debug-controller entries
* radio_controller -> SSradio
* Better SSgarbage hard-del logging from /tg/ upstream
* Logging tweaks + GELF
* Misc client caching improvements
* Slime SSoverlay
* Oven icon fixes
* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.
* Holder tweaks + Welding tool Initialize()
* Fix some bad subsystem logging
* Fix suit cooling units spawning without cells
* Starlight tweaks
* Gibber infinite gib fix
* More SSoverlay stuff
* Make crates use CUT_OVERLAY_IN
* Make SSarrivals suspend instead of disable
* Make openturf use split/phased tick checks
* Speculative fix for unwet timer runtimes
* Blood overlay tweaks/fixes
* Update crusher to play nice with SMC + SSoverlay
* Openturf improvements and fixes
* Minor turbolift tweaks
* Lighting performance improvements + ChangeTurf tweaks
* this is probably important
* Fix wall weld noises on changeturf
* More ChangeTurf tweaks
* Explosion tweaks
* Pre-game lobby tweaks
* Openturf tweaks
* Prevent admins from starting the game before init finishes
* Fix Travis
* Kill an unused var
* Fix ChangeTurf runtimes on openturfs
* Fixes
* Browser datum fixes, asset caching
* Update changelog
* Changelog
* Lobby tweaks
* Ticker tweaks; kill ticker var
* Further lobby tweaks
* Cascade tweaks
* air_master -> SSair
* Reduce overhead from radio autosay
* alarm_manager -> SSalarm
* bomb_processor -> SSexplosives
* corp_regs -> SSlaw
* ZAS overlay fixes
* Small wall icon optimization
* Fix effects master
* Assembly tweaks
* Megavend fixes
* Shuttle fixes
* Camera alert performance improvements
* Fix some world.log spam from lighting overlays
* Fix some Initialize() procs
* Openspace responsiveness tweaks
* Make HE pipes animate through openturfs
* Kill a spawn
This commit is contained in:
@@ -27,7 +27,8 @@
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set_map_size()
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for(var/x = 1, x <= limit_x, x++)
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for(var/y = 1, y <= limit_y, y++)
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current_cell = get_map_cell(x,y)
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PREPARE_CELL(x,y)
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current_cell = tmp_cell
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next_map[current_cell] = map[current_cell]
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count = 0
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@@ -68,6 +69,7 @@
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KILL_CELL(current_cell, next_map)
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CHECK_TICK
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map = next_map
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/datum/random_map/automata/proc/revive_cell(var/target_cell, var/list/use_next_map, var/final_iter)
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@@ -1,3 +1,6 @@
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#define GET_BELOW_OR_NULL(atom, z) \
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(!(z > world.maxz || z > 17 || z < 2) && z_levels & (1 << (z - 2))) ? get_step(atom, DOWN) : null
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/datum/random_map/automata/cave_system
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iterations = 5
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descriptor = "moon caves"
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@@ -41,8 +44,10 @@
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var/door_count = 0
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var/empty_count = 0
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while((ore_count>0) && (ore_turfs.len>0))
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if(!priority_process)
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CHECK_TICK
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var/check_cell = pick(ore_turfs)
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ore_turfs -= check_cell
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if(prob(75))
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@@ -96,6 +101,7 @@
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num_applied += 1
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new new_path(T)
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CHECK_TICK
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game_log("ASGEN", "Applied [num_applied] turfs.")
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@@ -123,6 +129,7 @@
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var/tmp_cell
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var/x
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var/y
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var/z
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var/new_path
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var/num_applied = 0
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for (var/thing in block(locate(origin_x, origin_y, origin_z), locate(limit_x, limit_y, origin_z)))
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@@ -133,6 +140,7 @@
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x = T.x
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y = T.y
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z = T.z
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PREPARE_CELL(x,y)
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@@ -145,15 +153,16 @@
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if(EMPTY_CHAR)
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new_path = mineral_rich
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if(FLOOR_CHAR)
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var/turf/below = GetBelow(T)
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var/turf/below = GET_BELOW_OR_NULL(T, z)
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if(below)
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var/area/below_area = get_area(below)
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if(below_area in the_station_areas)
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var/area/below_area = below.loc // Let's just assume that the turf is not in nullspace.
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if(below_area.station_area)
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new_path = wall_type
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else if(below.density)
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new_path = wall_type
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else
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new_path = floor_type
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if(WALL_CHAR)
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new_path = wall_type
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@@ -162,14 +171,20 @@
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num_applied += 1
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new new_path(T)
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CHECK_TICK
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game_log("ASGEN", "Applied [num_applied] turfs.")
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/datum/random_map/automata/cave_system/chasms/cleanup()
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return
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/datum/random_map/automata/cave_system/chasms/surface
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descriptor = "chasm surface"
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wall_type = /turf/simulated/floor/asteroid
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floor_type = /turf/simulated/open/airless
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target_turf_type = /turf/unsimulated/chasm_mask
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mineral_sparse = /turf/simulated/floor/asteroid
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mineral_rich = /turf/simulated/floor/asteroid
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mineral_rich = /turf/simulated/floor/asteroid
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#undef GET_BELOW_OR_NULL
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@@ -1,5 +1,5 @@
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/turf/simulated/wall/diona/New(var/newloc)
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..(newloc,"biomass")
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/turf/simulated/wall/diona/Initialize(mapload)
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. = ..(mapload,"biomass")
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/turf/simulated/wall/diona/attack_generic(var/mob/user, var/damage, var/attack_message)
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if(istype(user, /mob/living/carbon/alien/diona))
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@@ -38,7 +38,7 @@
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if(1)
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new_growth = 2
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var/obj/structure/diona/vines/existing = locate() in T
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if(!istype(existing)) existing = getFromPool(/obj/structure/diona/vines, T)
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if(!istype(existing)) existing = new /obj/structure/diona/vines(T)
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if(existing.growth < new_growth)
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existing.growth = new_growth
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existing.update_icon()
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@@ -50,10 +50,9 @@
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name = "glow bulb"
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desc = "A glowing bulb of some sort."
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icon_state = "glowbulb"
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/obj/structure/diona/bulb/New(var/newloc)
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..()
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set_light(3,3,"#557733")
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light_power = 3
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light_range = 3
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light_color = "#557733"
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/datum/random_map/automata/diona
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iterations = 3
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@@ -161,12 +160,12 @@
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switch(value)
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if(ARTIFACT_CHAR)
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getFromPool(/obj/structure/diona/bulb,T)
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new /obj/structure/diona/bulb(T)
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if(MONSTER_CHAR)
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spawn_diona_nymph(T)
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if(DOOR_CHAR)
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var/obj/structure/diona/vines/V = getFromPool(/obj/structure/diona/vines,T)
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var/obj/structure/diona/vines/V = new(T)
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V.growth = 3
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V.update_icon()
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spawn(1)
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V.spread()
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V.spread()
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@@ -3,7 +3,7 @@ var/global/list/datum/supply_drop_loot/supply_drop
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/proc/supply_drop_random_loot_types()
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if(!supply_drop)
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supply_drop = init_subtypes(/datum/supply_drop_loot)
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supply_drop = dd_sortedObjectList(supply_drop)
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sortTim(supply_drop, /proc/cmp_supply_drop, FALSE)
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return supply_drop
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/datum/supply_drop_loot
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@@ -19,9 +19,6 @@ var/global/list/datum/supply_drop_loot/supply_drop
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for(var/content in contents())
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new content(C)
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/datum/supply_drop_loot/dd_SortValue()
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return name
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/datum/supply_drop_loot/supermatter
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name = "Supermatter"
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/datum/supply_drop_loot/supermatter/New()
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@@ -35,13 +35,13 @@
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// Instantiate the grid.
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for(var/x = 1, x <= limit_x, x++)
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for(var/y = 1, y <= limit_y, y++)
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map[get_map_cell(x,y)] = 0
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map[GET_MAP_CELL(x,y)] = 0
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// Now dump in the actual random data.
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map[get_map_cell(1,1)] = cell_base+rand(initial_cell_range)
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map[get_map_cell(1,limit_y)] = cell_base+rand(initial_cell_range)
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map[get_map_cell(limit_x,limit_y)] = cell_base+rand(initial_cell_range)
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map[get_map_cell(limit_x,1)] = cell_base+rand(initial_cell_range)
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map[GET_MAP_CELL(1,1)] = cell_base+rand(initial_cell_range)
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map[GET_MAP_CELL(1,limit_y)] = cell_base+rand(initial_cell_range)
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map[GET_MAP_CELL(limit_x,limit_y)] = cell_base+rand(initial_cell_range)
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map[GET_MAP_CELL(limit_x,1)] = cell_base+rand(initial_cell_range)
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/datum/random_map/noise/generate_map()
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// Begin recursion.
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@@ -69,33 +69,33 @@
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(x,y)----------(x+hsize,y)----------(x+isize,y)
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*/
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// Central edge values become average of corners.
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map[get_map_cell(x+hsize,y+isize)] = round((\
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map[get_map_cell(x,y+isize)] + \
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map[get_map_cell(x+isize,y+isize)] \
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map[GET_MAP_CELL(x+hsize,y+isize)] = round((\
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map[GET_MAP_CELL(x,y+isize)] + \
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map[GET_MAP_CELL(x+isize,y+isize)] \
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)/2)
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map[get_map_cell(x+hsize,y)] = round(( \
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map[get_map_cell(x,y)] + \
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map[get_map_cell(x+isize,y)] \
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map[GET_MAP_CELL(x+hsize,y)] = round(( \
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map[GET_MAP_CELL(x,y)] + \
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map[GET_MAP_CELL(x+isize,y)] \
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)/2)
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map[get_map_cell(x,y+hsize)] = round(( \
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map[get_map_cell(x,y+isize)] + \
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map[get_map_cell(x,y)] \
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map[GET_MAP_CELL(x,y+isize)] + \
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map[GET_MAP_CELL(x,y)] \
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)/2)
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map[get_map_cell(x+isize,y+hsize)] = round(( \
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map[get_map_cell(x+isize,y+isize)] + \
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map[get_map_cell(x+isize,y)] \
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map[GET_MAP_CELL(x+isize,y+hsize)] = round(( \
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map[GET_MAP_CELL(x+isize,y+isize)] + \
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map[GET_MAP_CELL(x+isize,y)] \
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)/2)
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// Centre value becomes the average of all other values + possible random variance.
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var/current_cell = get_map_cell(x+hsize,y+hsize)
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var/current_cell = GET_MAP_CELL(x+hsize,y+hsize)
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map[current_cell] = round(( \
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map[get_map_cell(x+hsize,y+isize)] + \
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map[get_map_cell(x+hsize,y)] + \
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map[get_map_cell(x,y+hsize)] + \
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map[get_map_cell(x+isize,y)] \
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map[GET_MAP_CELL(x+hsize,y+isize)] + \
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map[GET_MAP_CELL(x+hsize,y)] + \
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map[GET_MAP_CELL(x,y+hsize)] + \
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map[GET_MAP_CELL(x+isize,y)] \
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)/4)
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if(prob(random_variance_chance))
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@@ -125,35 +125,36 @@
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var/total = 0
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// Get the average neighboring value.
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var/tmp_cell = get_map_cell(x+1,y+1)
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var/tmp_cell
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PREPARE_CELL(x+1,y+1)
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if(tmp_cell)
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total += map[tmp_cell]
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val_count++
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tmp_cell = get_map_cell(x-1,y-1)
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PREPARE_CELL(x-1,y-1)
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if(tmp_cell)
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total += map[tmp_cell]
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val_count++
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tmp_cell = get_map_cell(x+1,y-1)
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PREPARE_CELL(x+1,y-1)
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if(tmp_cell)
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total += map[tmp_cell]
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val_count++
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tmp_cell = get_map_cell(x-1,y+1)
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PREPARE_CELL(x-1,y+1)
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if(tmp_cell)
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total += map[tmp_cell]
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val_count++
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tmp_cell = get_map_cell(x-1,y)
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PREPARE_CELL(x-1,y)
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if(tmp_cell)
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total += map[tmp_cell]
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val_count++
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tmp_cell = get_map_cell(x,y-1)
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PREPARE_CELL(x,y-1)
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if(tmp_cell)
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total += map[tmp_cell]
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val_count++
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tmp_cell = get_map_cell(x+1,y)
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PREPARE_CELL(x+1,y)
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if(tmp_cell)
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total += map[tmp_cell]
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val_count++
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tmp_cell = get_map_cell(x,y+1)
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PREPARE_CELL(x,y+1)
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if(tmp_cell)
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total += map[tmp_cell]
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val_count++
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@@ -52,8 +52,10 @@
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T.resources["silicates"] = rand(3,5)
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T.resources["carbonaceous rock"] = rand(3,5)
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var/current_cell = map[get_map_cell(x,y)]
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if(current_cell < rare_val) // Surface metals.
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var/tmp_cell
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PREPARE_CELL(x, y)
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if(tmp_cell < rare_val) // Surface metals.
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T.resources["iron"] = rand(RESOURCE_HIGH_MIN, RESOURCE_HIGH_MAX)
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T.resources["gold"] = rand(RESOURCE_LOW_MIN, RESOURCE_LOW_MAX)
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T.resources["silver"] = rand(RESOURCE_LOW_MIN, RESOURCE_LOW_MAX)
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@@ -62,7 +64,7 @@
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T.resources["phoron"] = 0
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T.resources["osmium"] = 0
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T.resources["hydrogen"] = 0
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else if(current_cell < deep_val) // Rare metals.
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else if(tmp_cell < deep_val) // Rare metals.
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T.resources["gold"] = rand(RESOURCE_MID_MIN, RESOURCE_MID_MAX)
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T.resources["silver"] = rand(RESOURCE_MID_MIN, RESOURCE_MID_MAX)
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T.resources["uranium"] = rand(RESOURCE_MID_MIN, RESOURCE_MID_MAX)
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