[MDB IGNORE] Lavaland Mineral Rework: Yapmining 2026 (#95682)

This commit is contained in:
SmArtKar
2026-04-20 10:52:59 -04:00
committed by GitHub
parent f88663a72a
commit 2680aafa3f
81 changed files with 6268 additions and 5581 deletions
+131 -97
View File
@@ -1,5 +1,10 @@
/// The random offset applied to square coordinates, causes intermingling at biome borders
#define BIOME_RANDOM_SQUARE_DRIFT 2
// Categories for spawned things
#define CAVE_SPAWN_MOB "mob"
#define CAVE_SPAWN_FEATURE "feature"
#define CAVE_SPAWN_TENDRIL "tendril"
#define CAVE_SPAWN_MEGAFAUNA "megafauna"
/datum/map_generator/cave_generator
var/name = "Cave Generator"
@@ -31,9 +36,6 @@
var/list/weighted_feature_spawn_list
///Expanded list of extra features that can spawn in the area. Reads from the weighted list
var/list/feature_spawn_list
/// The turf types to replace with a biome-related turf, as typecache.
/// Leave empty for all open turfs (but not closed turfs) to be hijacked.
var/list/biome_accepted_turfs = list()
/// An associative list of biome type to the list of turfs that were
/// generated of that biome specifically. Helps to improve the efficiency
/// of biome-related operations. Is populated through
@@ -49,6 +51,21 @@
/// result in slower transitions
var/perlin_zoom = 65
/// Should we populate turfs through biome datums if we have such
var/biome_population = TRUE
/// Noise threshold above which a biome is considered high heat
var/high_heat_threshold = -0.1
/// Noise threshold above which a biome is considered medium heat
var/medium_heat_threshold = -0.3
/// Noise threshold above which a biome is considered high humidity
var/high_humidity_threshold = -0.1
/// Noise threshold above which a biome is considered medium humidity
var/medium_humidity_threshold = -0.3
/// Should all generators on the same z level use the same seeds?
var/shared_seed = TRUE
/// Stamp size for DBP noise, aka frequency
var/biome_stamp_size = 75
///Base chance of spawning a mob
var/mob_spawn_chance = 6
///Base chance of spawning flora
@@ -58,6 +75,13 @@
///Unique ID for this spawner
var/string_gen
/// Radius around features within which we avoid spawning other features
var/feature_exclusion_radius = 7
/// Radius around mobs which we avoid spawning other mobs
var/mob_exclusion_radius = 12
/// Radius around megafauna within which we avoid spawning tendrils
var/megafauna_exclusion_radius = 7
///Chance of cells starting closed
var/initial_closed_chance = 45
///Amount of smoothing iterations
@@ -101,7 +125,6 @@
open_turf_types = expand_weights(weighted_open_turf_types)
closed_turf_types = expand_weights(weighted_closed_turf_types)
/datum/map_generator/cave_generator/generate_terrain(list/turfs, area/generate_in)
. = ..()
if(!(generate_in.area_flags_mapping & CAVES_ALLOWED))
@@ -114,7 +137,6 @@
string_gen = rustg_cnoise_generate("[initial_closed_chance]", "[smoothing_iterations]", "[birth_limit]", "[death_limit]", "[world.maxx]", "[world.maxy]") //Generate the raw CA data
for(var/turf/gen_turf as anything in turfs) //Go through all the turfs and generate them
var/closed = string_gen[world.maxx * (gen_turf.y - 1) + gen_turf.x] != "0"
var/turf/new_turf = pick(closed ? closed_turf_types : open_turf_types)
@@ -137,31 +159,46 @@
* This should only be called by `generate_terrain()`, if you have to call this,
* you're probably doing something wrong.
*/
/datum/map_generator/cave_generator/proc/generate_terrain_with_biomes(list/turfs, area/generate_in)
/datum/map_generator/cave_generator/proc/generate_terrain_with_biomes(list/turf/turfs, area/generate_in)
if(!(generate_in.area_flags_mapping & CAVES_ALLOWED))
return
var/humidity_seed = rand(0, 50000)
var/heat_seed = rand(0, 50000)
var/humidity_seed = null
var/heat_seed = null
// Make sure that all caves on the same z level generate smoothly regardless of the area
if (shared_seed)
var/static/list/static_heat = null
var/static/list/static_humi = null
if (!static_heat)
static_heat = list()
static_humi = list()
var/z_key = "[turfs[1].z]"
if (!static_heat[z_key])
static_heat[z_key] = rand(0, 50000)
static_humi[z_key] = rand(0, 50000)
heat_seed = static_heat[z_key]
humidity_seed = static_humi[z_key]
else
humidity_seed = rand(0, 50000)
heat_seed = rand(0, 50000)
var/start_time = REALTIMEOFDAY
string_gen = rustg_cnoise_generate("[initial_closed_chance]", "[smoothing_iterations]", "[birth_limit]", "[death_limit]", "[world.maxx]", "[world.maxy]") //Generate the raw CA data
var/humidity_gen = list()
humidity_gen[BIOME_HIGH_HUMIDITY] = rustg_dbp_generate("[humidity_seed]", "60", "75", "[world.maxx]", "-0.1", "1.1")
humidity_gen[BIOME_MEDIUM_HUMIDITY] = rustg_dbp_generate("[humidity_seed]", "60", "75", "[world.maxx]", "-0.3", "-0.1")
humidity_gen[BIOME_HIGH_HUMIDITY] = rustg_dbp_generate("[humidity_seed]", "60", "[biome_stamp_size]", "[world.maxx]", "[high_heat_threshold]", "1.1")
humidity_gen[BIOME_MEDIUM_HUMIDITY] = rustg_dbp_generate("[humidity_seed]", "60", "[biome_stamp_size]", "[world.maxx]", "[medium_heat_threshold]", "[high_heat_threshold]")
var/heat_gen = list()
heat_gen[BIOME_HIGH_HEAT] = rustg_dbp_generate("[heat_seed]", "60", "75", "[world.maxx]", "-0.1", "1.1")
heat_gen[BIOME_MEDIUM_HEAT] = rustg_dbp_generate("[heat_seed]", "60", "75", "[world.maxx]", "-0.3", "-0.1")
var/list/expanded_closed_turfs = src.closed_turf_types
var/list/expanded_open_turfs = src.open_turf_types
heat_gen[BIOME_HIGH_HEAT] = rustg_dbp_generate("[heat_seed]", "60", "[biome_stamp_size]", "[world.maxx]", "[high_heat_threshold]", "1.1")
heat_gen[BIOME_MEDIUM_HEAT] = rustg_dbp_generate("[heat_seed]", "60", "[biome_stamp_size]", "[world.maxx]", "[medium_heat_threshold]", "[high_heat_threshold]")
var/list/to_generate = list()
for(var/turf/gen_turf as anything in turfs) //Go through all the turfs and generate them
var/closed = string_gen[world.maxx * (gen_turf.y - 1) + gen_turf.x] != "0"
var/new_turf_type = pick(closed ? expanded_closed_turfs : expanded_open_turfs)
var/datum/biome/selected_biome
// Here comes the meat of the biome code.
@@ -179,36 +216,20 @@
BIOME_HIGH_HEAT : text2num(heat_gen[BIOME_MEDIUM_HEAT][coordinate]) ? BIOME_MEDIUM_HEAT : BIOME_LOW_HEAT
selected_biome = possible_biomes[heat_level][humidity_level]
// Currently, we only affect open turfs, because biomes don't currently
// have a definition for biome-specific closed turfs.
if((!length(biome_accepted_turfs) && !closed) || biome_accepted_turfs[new_turf_type])
LAZYADD(generated_turfs_per_biome[selected_biome], gen_turf)
else
// The assumption is this will be faster then changeturf, and changeturf isn't required since by this point
// The old tile hasn't got the chance to init yet
var/turf/new_turf = new new_turf_type(gen_turf)
if(gen_turf.turf_flags & NO_RUINS)
new_turf.turf_flags |= NO_RUINS
LAZYSET(to_generate[selected_biome], gen_turf, closed)
CHECK_TICK
for(var/biome in generated_turfs_per_biome)
for(var/biome in to_generate)
var/datum/biome/generating_biome = SSmapping.biomes[biome]
var/list/turf/generated_turfs = generating_biome.generate_turfs_for_terrain(generated_turfs_per_biome[biome])
var/list/turf/generated_turfs = generating_biome.generate_turfs_for_terrain(to_generate[biome])
generated_turfs_per_biome[biome] = generated_turfs
var/message = "[name] terrain generation finished in [(REALTIMEOFDAY - start_time)/10]s!"
to_chat(world, span_boldannounce("[message]"), MESSAGE_TYPE_DEBUG)
log_world(message)
/datum/map_generator/cave_generator/populate_terrain(list/turfs, area/generate_in)
if(length(possible_biomes))
if (biome_population && length(possible_biomes))
return populate_terrain_with_biomes(turfs, generate_in)
// Area var pullouts to make accessing in the loop faster
@@ -219,87 +240,97 @@
var/start_time = REALTIMEOFDAY
for(var/turf/target_turf as anything in turfs)
if(!(target_turf.type in open_turf_types)) //only put stuff on open turfs we generated, so closed walls and rivers and stuff are skipped
// Assoc list of spawned categories to
var/list/spawn_data = list(
CAVE_SPAWN_FEATURE = list(),
CAVE_SPAWN_TENDRIL = list(),
CAVE_SPAWN_MOB = list(),
CAVE_SPAWN_MEGAFAUNA = list(),
)
var/list/open_turf_cache = typecacheof(open_turf_types)
for (var/turf/target_turf as anything in turfs)
// Only put stuff on open turfs we generated, so closed walls and rivers and stuff are skipped
if (!is_type_in_typecache(target_turf, open_turf_cache))
continue
// If we've spawned something yet
var/spawned_something = FALSE
CHECK_TICK
if(!(target_turf.turf_flags & TURF_BLOCKS_POPULATE_TERRAIN_FLORAFEATURES))
///Spawning isn't done in procs to save on overhead on the 60k turfs we're going through.
//FLORA SPAWNING HERE
if(flora_allowed && prob(flora_spawn_chance))
if (!(target_turf.turf_flags & TURF_BLOCKS_POPULATE_TERRAIN_FLORAFEATURES))
if (flora_allowed && prob(flora_spawn_chance))
var/flora_type = pick(flora_spawn_list)
new flora_type(target_turf)
spawned_something = TRUE
continue
//FEATURE SPAWNING HERE
//we may have generated something from the flora list on the target turf, so let's not place
//a feature here if that's the case (because it would look stupid)
if(feature_allowed && !spawned_something && prob(feature_spawn_chance))
if (feature_allowed && prob(feature_spawn_chance))
var/can_spawn = TRUE
var/atom/picked_feature = pick(feature_spawn_list)
for(var/obj/structure/existing_feature in range(7, target_turf))
if(istype(existing_feature, picked_feature))
for(var/turf/spawn_turf as anything in spawn_data[CAVE_SPAWN_FEATURE])
if (get_dist(spawn_turf, target_turf) <= feature_exclusion_radius)
can_spawn = FALSE
break
if(can_spawn)
if (can_spawn)
var/picked_feature = pick(feature_spawn_list)
new picked_feature(target_turf)
spawned_something = TRUE
spawn_data[CAVE_SPAWN_FEATURE] += target_turf
continue
//MOB SPAWNING HERE
if(mobs_allowed && !spawned_something && prob(mob_spawn_chance))
var/atom/picked_mob = pick(mob_spawn_list)
var/is_megafauna = FALSE
if (!mobs_allowed || !prob(mob_spawn_chance))
continue
if(picked_mob == SPAWN_MEGAFAUNA)
if(megas_allowed) //this is danger. it's boss time.
picked_mob = pick(megafauna_spawn_list)
is_megafauna = TRUE
else //this is not danger, don't spawn a boss, spawn something else
picked_mob = pick(mob_spawn_no_mega_list) //What if we used 100% of the brain...and did something (slightly) less shit than a while loop?
var/picked_mob = pick(megas_allowed ? mob_spawn_list : mob_spawn_no_mega_list)
var/is_megafauna = FALSE
if (picked_mob == SPAWN_MEGAFAUNA)
picked_mob = pick(megafauna_spawn_list)
is_megafauna = TRUE
var/can_spawn = TRUE
// prevents tendrils spawning in each other's collapse range
if(ispath(picked_mob, /obj/structure/spawner/lavaland))
for(var/obj/structure/spawner/lavaland/spawn_blocker in range(2, target_turf))
can_spawn = FALSE
break
// if the random is not a tendril (hopefully meaning it is a mob), avoid spawning if there's another one within 12 tiles
else
var/list/things_in_range = range(12, target_turf)
for(var/mob/living/mob_blocker in things_in_range)
if(ismining(mob_blocker))
can_spawn = FALSE
break
// Also block spawns if there's a random lavaland mob spawner nearby and it's not a mega
if(!is_megafauna)
can_spawn = can_spawn && !(locate(/obj/effect/spawner/random/lavaland_mob) in things_in_range)
//if there's a megafauna within standard view don't spawn anything at all (This isn't really consistent, I don't know why we do this. you do you tho)
if(can_spawn)
for(var/mob/living/simple_animal/hostile/megafauna/found_fauna in range(7, target_turf))
var/can_spawn = TRUE
if(ispath(picked_mob, /obj/structure/spawner/lavaland))
// Prevents tendrils spawning in each other's collapse range
for(var/turf/spawn_turf as anything in spawn_data[CAVE_SPAWN_TENDRIL])
if (get_dist(spawn_turf, target_turf) <= 2)
can_spawn = FALSE
break
if(can_spawn)
if(ispath(picked_mob, /mob/living/simple_animal/hostile/megafauna/bubblegum)) //there can be only one bubblegum, so don't waste spawns on it
weighted_megafauna_spawn_list.Remove(picked_mob)
megafauna_spawn_list = expand_weights(weighted_megafauna_spawn_list)
megas_allowed = megas_allowed && length(megafauna_spawn_list)
new picked_mob(target_turf)
spawned_something = TRUE
CHECK_TICK
// Also avoid spawning them next to megafauna
for(var/turf/spawn_turf as anything in spawn_data[CAVE_SPAWN_MEGAFAUNA])
if (get_dist(spawn_turf, target_turf) <= megafauna_exclusion_radius)
can_spawn = FALSE
break
else if (is_megafauna)
// Megafauna can spawn wherever it wants as long as its not next to another mega
for(var/turf/spawn_turf as anything in spawn_data[CAVE_SPAWN_MEGAFAUNA])
if (get_dist(spawn_turf, target_turf) <= megafauna_exclusion_radius)
can_spawn = FALSE
break
else
for(var/turf/spawn_turf as anything in spawn_data[CAVE_SPAWN_MOB])
if (get_dist(spawn_turf, target_turf) <= mob_exclusion_radius)
can_spawn = FALSE
break
if (!can_spawn)
continue
if (ispath(picked_mob, /obj/structure/spawner/lavaland))
spawn_data[CAVE_SPAWN_TENDRIL] += target_turf
else
if (is_megafauna)
spawn_data[CAVE_SPAWN_MEGAFAUNA] += target_turf
spawn_data[CAVE_SPAWN_MOB] += target_turf
new picked_mob(target_turf)
// There can be only one Bubblegum, so don't waste spawns on it
if(ispath(picked_mob, /mob/living/simple_animal/hostile/megafauna/bubblegum))
weighted_megafauna_spawn_list.Remove(picked_mob)
megafauna_spawn_list = expand_weights(weighted_megafauna_spawn_list)
megas_allowed = megas_allowed && length(megafauna_spawn_list)
var/message = "[name] terrain population finished in [(REALTIMEOFDAY - start_time)/10]s!"
to_chat(world, span_boldannounce("[message]"), MESSAGE_TYPE_DEBUG)
log_world(message)
/**
* This handles the population of terrain with biomes. Should only be called by
* `populate_terrain()`, if you find yourself calling this, you're probably not
@@ -333,7 +364,6 @@
to_chat(world, span_boldannounce("[message]"), MESSAGE_TYPE_DEBUG)
log_world(message)
/datum/map_generator/cave_generator/jungle
possible_biomes = list(
BIOME_LOW_HEAT = list(
@@ -355,3 +385,7 @@
#undef BIOME_RANDOM_SQUARE_DRIFT
#undef CAVE_SPAWN_MOB
#undef CAVE_SPAWN_FEATURE
#undef CAVE_SPAWN_TENDRIL
#undef CAVE_SPAWN_MEGAFAUNA
@@ -2,6 +2,30 @@
weighted_open_turf_types = list(/turf/open/misc/asteroid/basalt/lava_land_surface = 1)
weighted_closed_turf_types = list(/turf/closed/mineral/random/volcanic = 1)
possible_biomes = list(
BIOME_LOW_HEAT = list(
BIOME_LOW_HUMIDITY = /datum/biome/lavaland/basalt,
BIOME_MEDIUM_HUMIDITY = /datum/biome/lavaland/basalt,
BIOME_HIGH_HUMIDITY = /datum/biome/lavaland/shale,
),
BIOME_MEDIUM_HEAT = list(
BIOME_LOW_HUMIDITY = /datum/biome/lavaland/basalt,
BIOME_MEDIUM_HUMIDITY = /datum/biome/lavaland/basalt,
BIOME_HIGH_HUMIDITY = /datum/biome/lavaland/shale,
),
BIOME_HIGH_HEAT = list(
BIOME_LOW_HUMIDITY = /datum/biome/lavaland/basalt,
BIOME_MEDIUM_HUMIDITY = /datum/biome/lavaland/red_rock,
BIOME_HIGH_HUMIDITY = /datum/biome/lavaland/red_rock,
),
)
biome_population = FALSE
high_heat_threshold = 0.15
high_humidity_threshold = 0.15
biome_stamp_size = 60
weighted_mob_spawn_list = list(
SPAWN_MEGAFAUNA = 2,
/obj/effect/spawner/random/lavaland_mob/goliath = 50,
@@ -11,7 +35,7 @@
/mob/living/basic/mining/brimdemon = 20,
/mob/living/basic/mining/lobstrosity/lava = 20,
/obj/effect/spawner/random/lavaland_mob/raptor = 15,
/mob/living/basic/mining/goldgrub = 10,
/mob/living/basic/mining/goldgrub = 15,
/obj/structure/spawner/lavaland = 2,
/obj/structure/spawner/lavaland/goliath = 3,
/obj/structure/spawner/lavaland/legion = 3,
@@ -38,10 +62,7 @@
/obj/structure/ore_vent/boss = 1,
)
initial_closed_chance = 45
smoothing_iterations = 50
birth_limit = 4
death_limit = 3
/datum/map_generator/cave_generator/lavaland/ruin_version
weighted_open_turf_types = list(/turf/open/misc/asteroid/basalt/lava_land_surface/no_ruins = 1)
+16 -59
View File
@@ -1,7 +1,9 @@
///This datum handles the transitioning from a turf to a specific biome, and handles spawning decorative structures and mobs.
/datum/biome
///Type of turf this biome creates
var/turf_type
/// Type of turf this biome creates for open turfs
var/open_turf_type
/// Type of turf this biome creates for closed turfs
var/closed_turf_type
/// Chance of having a structure from the flora types list spawn
var/flora_density = 0
/// Chance of spawning special features, such as geysers.
@@ -32,8 +34,13 @@
///This proc handles the creation of a turf of a specific biome type
/datum/biome/proc/generate_turf(turf/gen_turf)
gen_turf.ChangeTurf(turf_type, null, CHANGETURF_DEFER_CHANGE)
/datum/biome/proc/generate_turf(turf/gen_turf, closed)
if (closed)
gen_turf.ChangeTurf(closed_turf_type, null, CHANGETURF_DEFER_CHANGE)
return
gen_turf.ChangeTurf(open_turf_type, null, CHANGETURF_DEFER_CHANGE)
if(length(flora_types) && prob(flora_density))
var/obj/structure/flora = pick(flora_types)
new flora(gen_turf)
@@ -52,7 +59,8 @@
/// This proc handles the creation of a turf of a specific biome type, assuming
/// that the turf has not been initialized yet. Don't call this unless you know
/// what you're doing.
/datum/biome/proc/generate_turf_for_terrain(turf/gen_turf)
/datum/biome/proc/generate_turf_for_terrain(turf/gen_turf, closed)
var/turf_type = closed ? closed_turf_type : open_turf_type
var/turf/new_turf = new turf_type(gen_turf)
return new_turf
@@ -70,8 +78,10 @@
var/list/turf/new_turfs = list()
for(var/turf/gen_turf as anything in gen_turfs)
var/closed = gen_turfs[gen_turf]
var/turf_type = closed ? closed_turf_type : open_turf_type
var/turf/new_turf = new turf_type(gen_turf)
new_turfs += new_turf
new_turfs[new_turf] = turf_type
if(gen_turf.turf_flags & NO_RUINS)
new_turf.turf_flags |= NO_RUINS
@@ -176,56 +186,3 @@
continue
new picked_mob(target_turf)
/datum/biome/mudlands
turf_type = /turf/open/misc/dirt/jungle/dark
flora_types = list(
/obj/structure/flora/grass/jungle/a/style_random = 1,
/obj/structure/flora/grass/jungle/b/style_random = 1,
/obj/structure/flora/rock/pile/jungle/style_random = 1,
/obj/structure/flora/rock/pile/jungle/large/style_random = 1,
)
flora_density = 3
/datum/biome/plains
turf_type = /turf/open/misc/grass/jungle
flora_types = list(
/obj/structure/flora/grass/jungle/a/style_random = 1,
/obj/structure/flora/grass/jungle/b/style_random = 1,
/obj/structure/flora/tree/jungle/style_random = 1,
/obj/structure/flora/rock/pile/jungle/style_random = 1,
/obj/structure/flora/bush/jungle/a/style_random = 1,
/obj/structure/flora/bush/jungle/b/style_random = 1,
/obj/structure/flora/bush/jungle/c/style_random = 1,
/obj/structure/flora/bush/large/style_random = 1,
/obj/structure/flora/rock/pile/jungle/large/style_random = 1,
)
flora_density = 15
/datum/biome/jungle
turf_type = /turf/open/misc/grass/jungle
flora_types = list(
/obj/structure/flora/grass/jungle/a/style_random = 1,
/obj/structure/flora/grass/jungle/b/style_random = 1,
/obj/structure/flora/tree/jungle/style_random = 1,
/obj/structure/flora/rock/pile/jungle/style_random = 1,
/obj/structure/flora/bush/jungle/a/style_random = 1,
/obj/structure/flora/bush/jungle/b/style_random = 1,
/obj/structure/flora/bush/jungle/c/style_random = 1,
/obj/structure/flora/bush/large/style_random = 1,
/obj/structure/flora/rock/pile/jungle/large/style_random = 1,
)
flora_density = 40
/datum/biome/jungle/deep
flora_density = 65
/datum/biome/wasteland
turf_type = /turf/open/misc/dirt/jungle/wasteland
/datum/biome/water
turf_type = /turf/open/water/jungle
/datum/biome/mountain
turf_type = /turf/closed/mineral/random/jungle
+57
View File
@@ -0,0 +1,57 @@
/datum/biome/mudlands
open_turf_type = /turf/open/misc/dirt/jungle/dark
closed_turf_type = /turf/closed/mineral/random/jungle
flora_types = list(
/obj/structure/flora/grass/jungle/a/style_random = 1,
/obj/structure/flora/grass/jungle/b/style_random = 1,
/obj/structure/flora/rock/pile/jungle/style_random = 1,
/obj/structure/flora/rock/pile/jungle/large/style_random = 1,
)
flora_density = 3
/datum/biome/plains
open_turf_type = /turf/open/misc/grass/jungle
closed_turf_type = /turf/closed/mineral/random/jungle
flora_types = list(
/obj/structure/flora/grass/jungle/a/style_random = 1,
/obj/structure/flora/grass/jungle/b/style_random = 1,
/obj/structure/flora/tree/jungle/style_random = 1,
/obj/structure/flora/rock/pile/jungle/style_random = 1,
/obj/structure/flora/bush/jungle/a/style_random = 1,
/obj/structure/flora/bush/jungle/b/style_random = 1,
/obj/structure/flora/bush/jungle/c/style_random = 1,
/obj/structure/flora/bush/large/style_random = 1,
/obj/structure/flora/rock/pile/jungle/large/style_random = 1,
)
flora_density = 15
/datum/biome/jungle
open_turf_type = /turf/open/misc/grass/jungle
closed_turf_type = /turf/closed/mineral/random/jungle
flora_types = list(
/obj/structure/flora/grass/jungle/a/style_random = 1,
/obj/structure/flora/grass/jungle/b/style_random = 1,
/obj/structure/flora/tree/jungle/style_random = 1,
/obj/structure/flora/rock/pile/jungle/style_random = 1,
/obj/structure/flora/bush/jungle/a/style_random = 1,
/obj/structure/flora/bush/jungle/b/style_random = 1,
/obj/structure/flora/bush/jungle/c/style_random = 1,
/obj/structure/flora/bush/large/style_random = 1,
/obj/structure/flora/rock/pile/jungle/large/style_random = 1,
)
flora_density = 40
/datum/biome/jungle/deep
flora_density = 65
/datum/biome/wasteland
open_turf_type = /turf/open/misc/dirt/jungle/wasteland
closed_turf_type = /turf/closed/mineral/random/jungle
/datum/biome/water
open_turf_type = /turf/open/water/jungle
closed_turf_type = /turf/closed/mineral/random/jungle
/datum/biome/mountain
open_turf_type = /turf/closed/mineral/random/jungle
closed_turf_type = /turf/closed/mineral/random/jungle
+12
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@@ -0,0 +1,12 @@
/datum/biome/lavaland
open_turf_type = /turf/open/misc/asteroid/basalt/lava_land_surface
closed_turf_type = /turf/closed/mineral/volcanic
/datum/biome/lavaland/basalt
closed_turf_type = /turf/closed/mineral/random/volcanic
/datum/biome/lavaland/shale
closed_turf_type = /turf/closed/mineral/random/volcanic/shale
/datum/biome/lavaland/red_rock
closed_turf_type = /turf/closed/mineral/random/volcanic/red_rock