Files
Aurora.3/code/modules/random_map/automata/caves.dm
Lohikar f6dc33a465 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
2017-05-02 14:40:40 -04:00

191 lines
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#define GET_BELOW_OR_NULL(atom, z) \
(!(z > world.maxz || z > 17 || z < 2) && z_levels & (1 << (z - 2))) ? get_step(atom, DOWN) : null
/datum/random_map/automata/cave_system
iterations = 5
descriptor = "moon caves"
wall_type = /turf/simulated/mineral
floor_type = /turf/simulated/floor/asteroid
target_turf_type = /turf/unsimulated/mask
var/mineral_sparse = /turf/simulated/mineral/random
var/mineral_rich = /turf/simulated/mineral/random/high_chance
var/list/ore_turfs = list()
/datum/random_map/automata/cave_system/get_appropriate_path(var/value)
switch(value)
if(DOOR_CHAR)
return mineral_sparse
if(EMPTY_CHAR)
return mineral_rich
if(FLOOR_CHAR)
return floor_type
if(WALL_CHAR)
return wall_type
/datum/random_map/automata/cave_system/get_map_char(var/value)
switch(value)
if(DOOR_CHAR)
return "x"
if(EMPTY_CHAR)
return "X"
return ..(value)
// Create ore turfs.
/datum/random_map/automata/cave_system/cleanup()
var/tmp_cell
for (var/x = 1; x < limit_x; x++)
for (var/y = 1; y < limit_y; y++)
PREPARE_CELL(x, y)
if (tmp_cell && CELL_ALIVE(map[tmp_cell]))
ore_turfs += tmp_cell
game_log("ASGEN", "Found [ore_turfs.len] ore turfs.")
var/ore_count = round(map.len/20)
var/door_count = 0
var/empty_count = 0
while((ore_count>0) && (ore_turfs.len>0))
if(!priority_process)
CHECK_TICK
var/check_cell = pick(ore_turfs)
ore_turfs -= check_cell
if(prob(75))
map[check_cell] = DOOR_CHAR // Mineral block
door_count += 1
else
map[check_cell] = EMPTY_CHAR // Rare mineral block.
empty_count += 1
ore_count--
game_log("ASGEN", "Set [door_count] turfs to random minerals.")
game_log("ASGEN", "Set [empty_count] turfs to high-chance random minerals.")
return 1
/datum/random_map/automata/cave_system/apply_to_map()
if(!origin_x) origin_x = 1
if(!origin_y) origin_y = 1
if(!origin_z) origin_z = 1
var/tmp_cell
var/x
var/y
var/new_path
var/num_applied = 0
for (var/thing in block(locate(origin_x, origin_y, origin_z), locate(limit_x, limit_y, origin_z)))
var/turf/T = thing
new_path = null
if (!T || (target_turf_type && !istype(T, target_turf_type)))
continue
x = T.x
y = T.y
PREPARE_CELL(x,y)
if (!tmp_cell)
continue
switch (map[tmp_cell])
if(DOOR_CHAR)
new_path = mineral_sparse
if(EMPTY_CHAR)
new_path = mineral_rich
if(FLOOR_CHAR)
new_path = floor_type
if(WALL_CHAR)
new_path = wall_type
if (!new_path)
continue
num_applied += 1
new new_path(T)
CHECK_TICK
game_log("ASGEN", "Applied [num_applied] turfs.")
/datum/random_map/automata/cave_system/high_yield
descriptor = "high yield caves"
wall_type = /turf/simulated/mineral
mineral_sparse = /turf/simulated/mineral/random/high_chance
mineral_rich = /turf/simulated/mineral/random/higher_chance
/datum/random_map/automata/cave_system/chasms
descriptor = "chasm caverns"
wall_type = /turf/unsimulated/mask
floor_type = /turf/simulated/open/airless
target_turf_type = /turf/unsimulated/chasm_mask
mineral_sparse = /turf/unsimulated/mask
mineral_rich = /turf/unsimulated/mask
cell_threshold = 5
/datum/random_map/automata/cave_system/chasms/apply_to_map()
if(!origin_x) origin_x = 1
if(!origin_y) origin_y = 1
if(!origin_z) origin_z = 1
var/tmp_cell
var/x
var/y
var/z
var/new_path
var/num_applied = 0
for (var/thing in block(locate(origin_x, origin_y, origin_z), locate(limit_x, limit_y, origin_z)))
var/turf/T = thing
new_path = null
if (!T || (target_turf_type && !istype(T, target_turf_type)))
continue
x = T.x
y = T.y
z = T.z
PREPARE_CELL(x,y)
if (!tmp_cell)
continue
switch (map[tmp_cell])
if(DOOR_CHAR)
new_path = mineral_sparse
if(EMPTY_CHAR)
new_path = mineral_rich
if(FLOOR_CHAR)
var/turf/below = GET_BELOW_OR_NULL(T, z)
if(below)
var/area/below_area = below.loc // Let's just assume that the turf is not in nullspace.
if(below_area.station_area)
new_path = wall_type
else if(below.density)
new_path = wall_type
else
new_path = floor_type
if(WALL_CHAR)
new_path = wall_type
if (!new_path)
continue
num_applied += 1
new new_path(T)
CHECK_TICK
game_log("ASGEN", "Applied [num_applied] turfs.")
/datum/random_map/automata/cave_system/chasms/cleanup()
return
/datum/random_map/automata/cave_system/chasms/surface
descriptor = "chasm surface"
wall_type = /turf/simulated/floor/asteroid
floor_type = /turf/simulated/open/airless
target_turf_type = /turf/unsimulated/chasm_mask
mineral_sparse = /turf/simulated/floor/asteroid
mineral_rich = /turf/simulated/floor/asteroid
#undef GET_BELOW_OR_NULL