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Ports vorestation's implementation of /vg/'s holomaps. Holomaps are an in-game object that shows a map of (most) of the station with departments highlighted, to aid in navigation around the station. Maintenance, high-security, and asteroid areas are excluded from the maps. Adds approximately 1.5 seconds to server boot to generate maps. Holomaps were added at: Arrivals shuttle dock, north of checkpoint. Surface level lift. By entrance to security on main level. North of the kitchen. South of Engineering, near tech storage. Beside the IA office. Near the lift on each sub-level department.
118 lines
4.9 KiB
Plaintext
118 lines
4.9 KiB
Plaintext
// Minimap generation system adapted from vorestation, adapted from /vg/.
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// Seems to be much simpler/saner than /vg/'s implementation.
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// Turfs that will be colored as HOLOMAP_ROCK
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#define IS_ROCK(tile) (istype(tile, /turf/simulated/mineral) || istype(tile, /turf/simulated/floor/asteroid) || istype(tile, /turf/simulated/open))
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// Turfs that will be colored as HOLOMAP_OBSTACLE
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#define IS_OBSTACLE(tile) ((!istype(tile, /turf/space) && istype(tile.loc, /area/mine/unexplored)) \
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|| istype(tile, /turf/simulated/wall) \
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|| istype(tile, /turf/unsimulated/mineral) \
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|| (istype(tile, /turf/unsimulated/wall)) \
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|| (locate(/obj/structure/grille) in tile))
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// Turfs that will be colored as HOLOMAP_PATH
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#define IS_PATH(tile) ((istype(tile, /turf/simulated/floor) && !istype(tile, /turf/simulated/floor/asteroid)) \
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|| istype(tile, /turf/unsimulated/floor) \
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|| (locate(/obj/structure/lattice/catwalk) in tile))
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/var/datum/controller/subsystem/minimap/SSminimap
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/datum/controller/subsystem/minimap
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name = "Holomap"
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flags = SS_NO_FIRE
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init_order = SS_INIT_HOLOMAP
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var/list/holo_minimaps = list()
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var/list/extra_minimaps = list()
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var/list/station_holomaps = list()
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/datum/controller/subsystem/minimap/New()
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NEW_SS_GLOBAL(SSminimap)
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/datum/controller/subsystem/minimap/Initialize()
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holo_minimaps.len = world.maxz
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for (var/z in 1 to world.maxz)
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holo_minimaps[z] = generateHoloMinimap(z)
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log_debug("SSminimap: [holo_minimaps.len] maps.")
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for (var/z in config.station_levels)
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generateStationMinimap(z)
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..()
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// Generates the "base" holomap for one z-level, showing only the physical structure of walls and paths.
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/datum/controller/subsystem/minimap/proc/generateHoloMinimap(zlevel = 1)
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// Save these values now to avoid a bazillion array lookups
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var/offset_x = HOLOMAP_PIXEL_OFFSET_X(zlevel)
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var/offset_y = HOLOMAP_PIXEL_OFFSET_Y(zlevel)
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// Sanity checks - Better to generate a helpful error message now than have DrawBox() runtime
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var/icon/canvas = icon(HOLOMAP_ICON, "blank")
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if(world.maxx + offset_x > canvas.Width())
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crash_with("Minimap for z=[zlevel] : world.maxx ([world.maxx]) + holomap_offset_x ([offset_x]) must be <= [canvas.Width()]")
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if(world.maxy + offset_y > canvas.Height())
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crash_with("Minimap for z=[zlevel] : world.maxy ([world.maxy]) + holomap_offset_y ([offset_y]) must be <= [canvas.Height()]")
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for(var/x = 1 to world.maxx)
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for(var/y = 1 to world.maxy)
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var/turf/tile = locate(x, y, zlevel)
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if(tile && tile.loc:holomapAlwaysDraw())
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if(IS_ROCK(tile))
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continue
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if(IS_OBSTACLE(tile))
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canvas.DrawBox(HOLOMAP_OBSTACLE, x + offset_x, y + offset_y)
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else if(IS_PATH(tile))
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canvas.DrawBox(HOLOMAP_PATH, x + offset_x, y + offset_y)
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CHECK_TICK
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return canvas
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/datum/controller/subsystem/minimap/proc/generateStationMinimap(zlevel)
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// Save these values now to avoid a bazillion array lookups
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var/offset_x = HOLOMAP_PIXEL_OFFSET_X(zlevel)
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var/offset_y = HOLOMAP_PIXEL_OFFSET_Y(zlevel)
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// Sanity checks - Better to generate a helpful error message now than have DrawBox() runtime
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var/icon/canvas = icon(HOLOMAP_ICON, "blank")
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if(world.maxx + offset_x > canvas.Width())
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crash_with("Minimap for z=[zlevel] : world.maxx ([world.maxx]) + holomap_offset_x ([offset_x]) must be <= [canvas.Width()]")
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if(world.maxy + offset_y > canvas.Height())
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crash_with("Minimap for z=[zlevel] : world.maxy ([world.maxy]) + holomap_offset_y ([offset_y]) must be <= [canvas.Height()]")
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for(var/x = 1 to world.maxx)
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for(var/y = 1 to world.maxy)
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var/turf/tile = locate(x, y, zlevel)
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if(tile && tile.loc)
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var/area/areaToPaint = tile.loc
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if(areaToPaint.holomap_color)
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canvas.DrawBox(areaToPaint.holomap_color, x + offset_x, y + offset_y)
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// Save this nice area-colored canvas in case we want to layer it or something I guess
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extra_minimaps["[HOLOMAP_EXTRA_STATIONMAPAREAS]_[zlevel]"] = canvas
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var/icon/map_base = icon(holo_minimaps[zlevel])
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map_base.Blend(HOLOMAP_HOLOFIER, ICON_MULTIPLY)
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// Generate the full sized map by blending the base and areas onto the backdrop
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var/icon/big_map = icon(HOLOMAP_ICON, "stationmap")
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big_map.Blend(map_base, ICON_OVERLAY)
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big_map.Blend(canvas, ICON_OVERLAY)
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extra_minimaps["[HOLOMAP_EXTRA_STATIONMAP]_[zlevel]"] = big_map
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// Generate the "small" map (I presume for putting on wall map things?)
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var/icon/small_map = icon(HOLOMAP_ICON, "blank")
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small_map.Blend(map_base, ICON_OVERLAY)
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small_map.Blend(canvas, ICON_OVERLAY)
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small_map.Scale(WORLD_ICON_SIZE, WORLD_ICON_SIZE)
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// And rotate it in every direction of course!
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var/icon/actual_small_map = icon(small_map)
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actual_small_map.Insert(new_icon = small_map, dir = SOUTH)
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actual_small_map.Insert(new_icon = turn(small_map, 90), dir = WEST)
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actual_small_map.Insert(new_icon = turn(small_map, 180), dir = NORTH)
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actual_small_map.Insert(new_icon = turn(small_map, 270), dir = EAST)
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extra_minimaps["[HOLOMAP_EXTRA_STATIONMAPSMALL]_[zlevel]"] = actual_small_map
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