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Aurora.3/code/modules/random_map/noise/ore.dm
Lohikar c486724efa Speed up asteroid generation a bunch (#2872)
Shaves 10-20 seconds off of asteroid generation time, bringing it down to 20 seconds, as well as renames some macros so their function is more clear.
2017-06-30 13:11:11 +03:00

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/datum/random_map/noise/ore
descriptor = "ore distribution map"
var/deep_val = 0.8 // Threshold for deep metals, set in new as percentage of cell_range.
var/rare_val = 0.7 // Threshold for rare metal, set in new as percentage of cell_range.
var/chunk_size = 4 // Size each cell represents on map
/datum/random_map/noise/ore/New()
rare_val = cell_range * rare_val
deep_val = cell_range * deep_val
..()
/datum/random_map/noise/ore/check_map_sanity()
var/rare_count = 0
var/surface_count = 0
var/deep_count = 0
// Increment map sanity counters.
for(var/value in map)
if(value < rare_val)
surface_count++
else if(value < deep_val)
rare_count++
else
deep_count++
// Sanity check.
if(surface_count < MIN_SURFACE_COUNT)
admin_notice("<span class='danger'>Insufficient surface minerals. Rerolling...</span>", R_DEBUG)
return 0
else if(rare_count < MIN_RARE_COUNT)
admin_notice("<span class='danger'>Insufficient rare minerals. Rerolling...</span>", R_DEBUG)
return 0
else if(deep_count < MIN_DEEP_COUNT)
admin_notice("<span class='danger'>Insufficient deep minerals. Rerolling...</span>", R_DEBUG)
return 0
else
return 1
/datum/random_map/noise/ore/apply_to_turf(var/x,var/y)
var/tx = ((origin_x-1)+x)*chunk_size
var/ty = ((origin_y-1)+y)*chunk_size
for(var/i=0,i<chunk_size,i++)
for(var/j=0,j<chunk_size,j++)
var/turf/simulated/T = locate(tx+j, ty+i, origin_z)
if(!istype(T) || !T.has_resources)
continue
if(!priority_process)
CHECK_TICK
T.resources = list()
T.resources["silicates"] = rand(3,5)
T.resources["carbonaceous rock"] = rand(3,5)
var/tmp_cell
TRANSLATE_AND_VERIFY_COORD(x, y)
if(tmp_cell < rare_val) // Surface metals.
T.resources["iron"] = rand(RESOURCE_HIGH_MIN, RESOURCE_HIGH_MAX)
T.resources["gold"] = rand(RESOURCE_LOW_MIN, RESOURCE_LOW_MAX)
T.resources["silver"] = rand(RESOURCE_LOW_MIN, RESOURCE_LOW_MAX)
T.resources["uranium"] = rand(RESOURCE_LOW_MIN, RESOURCE_LOW_MAX)
T.resources["diamond"] = 0
T.resources["phoron"] = 0
T.resources["osmium"] = 0
T.resources["hydrogen"] = 0
else if(tmp_cell < deep_val) // Rare metals.
T.resources["gold"] = rand(RESOURCE_MID_MIN, RESOURCE_MID_MAX)
T.resources["silver"] = rand(RESOURCE_MID_MIN, RESOURCE_MID_MAX)
T.resources["uranium"] = rand(RESOURCE_MID_MIN, RESOURCE_MID_MAX)
T.resources["phoron"] = rand(RESOURCE_MID_MIN, RESOURCE_MID_MAX)
T.resources["osmium"] = rand(RESOURCE_MID_MIN, RESOURCE_MID_MAX)
T.resources["hydrogen"] = 0
T.resources["diamond"] = 0
T.resources["iron"] = 0
else // Deep metals.
T.resources["uranium"] = rand(RESOURCE_LOW_MIN, RESOURCE_LOW_MAX)
T.resources["diamond"] = rand(RESOURCE_LOW_MIN, RESOURCE_LOW_MAX)
T.resources["phoron"] = rand(RESOURCE_HIGH_MIN, RESOURCE_HIGH_MAX)
T.resources["osmium"] = rand(RESOURCE_HIGH_MIN, RESOURCE_HIGH_MAX)
T.resources["hydrogen"] = rand(RESOURCE_MID_MIN, RESOURCE_MID_MAX)
T.resources["iron"] = 0
T.resources["gold"] = 0
T.resources["silver"] = 0
return
/datum/random_map/noise/ore/get_map_char(var/value)
if(value < rare_val)
return "S"
else if(value < deep_val)
return "R"
else
return "D"