1X3 ICEBOX | Wilderness Expansion (Now not extremely slow!) (#91920)

## About The Pull Request
Turns the surface z-level of icebox into a 1x3 area, effectively adding
2 wilderness new z-levels surrounding the station

Because it's not always clear to other people what I'm talking about,
this is what I mean with making the surface level a 3x3 z-level

The wilderness z-levels are gridlinked, instead of crosslinked, which
just means the connections are consistent and not randomized. If you
keep going right, you will always end up where you started again,
eventually. This also removes the black border around the surface icebox
z-level (cause you can just go there now)

**Wilderness levels**
I've added some Z-level templates that can be generated. They're
incredibly basic, but all can spawn runes on them as well.
- Snow planes (5x)
- Ice planes (1x)
- Forest planes (1x)
- Mountain planes (1x)

I've also tweaked surface generation quite a bit. It being completely
covered in bones always felt weird, and the intersparsed rocks and
chasms never sat right with me. The default overworldgen is now more
like the Forested trait, but with more sparse trees.

All of this is modular btw. You can increase the amount of z-levels,
make any space z-level be unrandomized gridlinked or add your own
wilderness z-levels (either to your own map or icebox)

## Why It's Good For The Game
Icebox exploration is kind of depressing. We have this unique setting,
but we can't really go anywhere? You can go down and find that one pool,
which is about the peak of exploration of icebox.

Now you can literally explore the entire round and get incredibly lost!
It's also a great opportunity for mappers! (Especially since the
templates I made were made rather quickly as I wasn't sure if this had
merit).

2 extra z-levels isn't a lot, but it'll let us further develop planetary
wilderness z-levels further without impacting load times that much.
Maybe 3x3 icebox can be real in the future, but for now 1x3 icebox will
have to do
This commit is contained in:
Time-Green
2025-08-15 08:58:58 +02:00
committed by nevimer
parent 06955b48b7
commit a66a60e711
22 changed files with 361851 additions and 33697 deletions
@@ -77,7 +77,7 @@
/turf/open/misc/asteroid/snow/icemoon,
/area/icemoon/surface/outdoors/nospawn)
"sF" = (
/turf/open/openspace/icemoon/keep_below,
/turf/open/lava/plasma/ice_moon,
/area/icemoon/surface/outdoors/nospawn)
"tD" = (
/obj/structure/flora/rock/pile/icy/style_random,
@@ -148,7 +148,7 @@
},
/area/ruin/powered/shuttle)
"wN" = (
/turf/open/openspace/icemoon/keep_below,
/turf/open/lava/plasma/ice_moon,
/area/ruin/powered/shuttle)
"ym" = (
/obj/structure/chair/wood{
+10 -1
View File
@@ -5,6 +5,7 @@
"map_file": "IceBoxStation.dmm",
"space_ruin_levels": 0,
"space_empty_levels": 0,
"wilderness_levels": 2,
"planetary": 1,
"give_players_hooks": 1,
"shuttles": {
@@ -13,6 +14,14 @@
"whiteship": "whiteship_box",
"emergency": "emergency_box"
},
"wilderness": {
"directory": "map_files/IceWilderness",
"rocky_planes.dmm": 10,
"snow_planes.dmm": 1,
"ice_planes.dmm": 1,
"mountain.dmm": 1,
"forest.dmm": 3
},
"traits": [
{
"Mining": true,
@@ -32,7 +41,7 @@
},
{
"Mining": true,
"Linkage": null,
"Linkage": "Grid",
"Gravity": true,
"Ice Ruins": true,
"Weather_Snowstorm": true,
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
+10 -1
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@@ -44,7 +44,7 @@ Always compile, always use that verb, and always make sure that it works for wha
#define SPACERUIN_MAP_EDGE_PAD 15
/// Distance from edge to move to another z-level
#define TRANSITIONEDGE 7
#define TRANSITIONEDGE 8
// Maploader bounds indices
/// The maploader index for the maps minimum x
@@ -118,6 +118,8 @@ Always compile, always use that verb, and always make sure that it works for wha
#define SELFLOOPING "Self"
// CROSSLINKED - mixed in with the cross-linked space pool
#define CROSSLINKED "Cross"
// GRIDLINKED - connected in a consistent grid
#define GRIDLINKED "Grid"
// string - type path of the z-level's baseturf (defaults to space)
#define ZTRAIT_BASETURF "Baseturf"
@@ -132,6 +134,13 @@ Always compile, always use that verb, and always make sure that it works for wha
#define ZTRAITS_STATION list(ZTRAIT_LINKAGE = CROSSLINKED, ZTRAIT_STATION = TRUE)
///Z level traits for Deep Space
#define ZTRAITS_SPACE list(ZTRAIT_LINKAGE = CROSSLINKED, ZTRAIT_SPACE_RUINS = TRUE)
///Z level traits for
#define ZTRAITS_WILDS list(\
ZTRAIT_LINKAGE = GRIDLINKED, \
ZTRAIT_ICE_RUINS = TRUE, \
ZTRAIT_SNOWSTORM = FALSE, \
ZTRAIT_BASETURF = /turf/open/misc/asteroid/snow/icemoon)
///Z level traits for Lavaland
#define ZTRAITS_LAVALAND list(\
ZTRAIT_MINING = TRUE, \
+12
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@@ -528,6 +528,18 @@
result = pick_weight(fill_with_ones(result))
return result
/**
* Like pick_weight, but decreases the value of the picked element by 1
* For example, given the following list:
* A = 6, B = 3, C = 1, D = 0
* A would have a 60% chance of being picked, after which it would decrease by one and the new list would be
* A = 5, B = 3, C = 1, D = 0
* Tt would then have a 55.55...% to be picked, rinse and repeat
*/
/proc/pick_weight_take(list/list_to_pick)
. = pick_weight(list_to_pick)
list_to_pick[.]--
/**
* Given a list, return a copy where values without defined weights are given weight 1.
* For example, fill_with_ones(list(A, B=2, C)) = list(A=1, B=2, C=1)
+10 -3
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@@ -132,11 +132,20 @@ SUBSYSTEM_DEF(mapping)
while (space_levels_so_far < current_map.space_ruin_levels)
add_new_zlevel("Ruin Area [space_levels_so_far+1]", ZTRAITS_SPACE)
++space_levels_so_far
// Create empty space levels
while (space_levels_so_far < current_map.space_empty_levels + current_map.space_ruin_levels)
empty_space = add_new_zlevel("Empty Area [space_levels_so_far+1]", list(ZTRAIT_LINKAGE = CROSSLINKED))
++space_levels_so_far
if(current_map.wilderness_levels)
var/list/FailedZs = list()
LoadGroup(FailedZs, "Wilderness Area", current_map.wilderness_directory, current_map.maps_to_spawn, default_traits = ZTRAITS_WILDS, height_autosetup = FALSE)
if(LAZYLEN(FailedZs))
CRASH("Ice wilds failed to load!")
// Pick a random away mission.
if(CONFIG_GET(flag/roundstart_away))
createRandomZlevel(prob(CONFIG_GET(number/config_gateway_chance)))
@@ -237,7 +246,6 @@ SUBSYSTEM_DEF(mapping)
gravity_by_z_level[z_level_number] = max_gravity
return max_gravity
/**
* ##setup_ruins
*
@@ -275,8 +283,7 @@ SUBSYSTEM_DEF(mapping)
var/list/ice_ruins = levels_by_trait(ZTRAIT_ICE_RUINS)
for (var/ice_z in ice_ruins)
var/river_type = HAS_TRAIT(SSstation, STATION_TRAIT_FORESTED) ? /turf/open/lava/plasma/ice_moon : /turf/open/openspace/icemoon
spawn_rivers(ice_z, 4, river_type, /area/icemoon/surface/outdoors/unexplored/rivers)
spawn_rivers(ice_z, 6, /turf/open/lava/plasma/ice_moon, /area/icemoon/surface/outdoors/unexplored/rivers)
var/list/ice_ruins_underground = levels_by_trait(ZTRAIT_ICE_RUINS_UNDERGROUND)
for (var/ice_z in ice_ruins_underground)
+4
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@@ -40,3 +40,7 @@ INITIALIZE_IMMEDIATE(/atom/movable/mirage_holder)
/atom/movable/mirage_holder
name = "Mirage holder"
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/// If we, hypothetically, spawned on a turf that calls init (so non-space tiles), we would be transported to the other Z, which would be very bad
/atom/movable/mirage_holder/forceMove(atom/destination)
return FALSE
+25
View File
@@ -27,8 +27,15 @@
var/traits = null
var/space_ruin_levels = DEFAULT_SPACE_RUIN_LEVELS
var/space_empty_levels = DEFAULT_SPACE_EMPTY_LEVELS
/// Boolean that tells us if this is a planetary station. (like IceBoxStation)
var/planetary = FALSE
/// How many z's to generate around a planetary station
var/wilderness_levels = 0
/// Directory to the wilderness area we can spawn in
var/wilderness_directory
/// Index of map names (inside wilderness_directory) with the amount to spawn. ("ice_planes" = 1) for one ice spawn
var/list/maps_to_spawn = list()
///The type of mining Z-level that should be loaded.
var/minetype = MINETYPE_LAVALAND
@@ -194,6 +201,13 @@
log_world("map_config space_empty_levels is not a number!")
return
temp = json["wilderness_levels"]
if (isnum(temp))
wilderness_levels = temp
else if (!isnull(temp))
log_world("map_config wilderness_levels is not a number!")
return
if ("minetype" in json)
minetype = json["minetype"]
@@ -231,6 +245,17 @@
if ("height_autosetup" in json)
height_autosetup = json["height_autosetup"]
var/list/wilderness = json["wilderness"]
// If we got wilderness levels, fetch them from the config
if (islist(wilderness))
wilderness_directory = wilderness["directory"]
wilderness.Remove("directory")
// Just pick and take based on weight
for(var/i in 1 to wilderness_levels)
maps_to_spawn += pick_weight_take(wilderness)
shuffle(maps_to_spawn)
#ifdef UNIT_TESTS
// Check for unit tests to skip, no reason to check these if we're not running tests
for(var/path_as_text in json["ignored_unit_tests"])
+15 -3
View File
@@ -35,12 +35,15 @@
)
/datum/map_generator/cave_generator/icemoon/surface
flora_spawn_chance = 4
weighted_open_turf_types = list(/turf/open/misc/asteroid/snow/icemoon = 1)
flora_spawn_chance = 60
weighted_mob_spawn_list = null
initial_closed_chance = 53
initial_closed_chance = 0
birth_limit = 5
death_limit = 4
smoothing_iterations = 10
feature_spawn_chance = 0.15
weighted_feature_spawn_list = list(
/obj/structure/geyser/hollowwater = 10,
/obj/structure/geyser/plasma_oxide = 10,
@@ -49,9 +52,14 @@
/obj/structure/geyser/wittel = 10,
)
weighted_flora_spawn_list = list(
/obj/structure/flora/ash/chilly = 2,
/obj/structure/flora/grass/both/style_random = 20,
/obj/structure/flora/tree/pine/style_random = 2,
)
/// Surface snow generator variant for forested station trait, WITH FORESTSSSS
/datum/map_generator/cave_generator/icemoon/surface/forested
weighted_open_turf_types = list(/turf/open/misc/asteroid/snow/icemoon = 1)
initial_closed_chance = 10
flora_spawn_chance = 80
@@ -69,6 +77,10 @@
mob_spawn_chance = 0.2
weighted_mob_spawn_list = list(/mob/living/basic/deer/ice = 99, /mob/living/basic/tree = 1, /obj/effect/spawner/random/lavaland_mob/raptor = 15)
/datum/map_generator/cave_generator/icemoon/surface/rocky
initial_closed_chance = 53
mob_spawn_chance = 0.5
/datum/map_generator/cave_generator/icemoon/surface/noruins //use this for when you don't want ruins to spawn in a certain area
/datum/map_generator/cave_generator/icemoon/deep
+14 -2
View File
@@ -217,8 +217,10 @@
/// this is the area you use for stuff to not spawn, but if you still want weather.
/area/icemoon/surface/outdoors/nospawn
// unless you roll forested trait lol (fuck you time green)
/area/icemoon/surface/outdoors/nospawn/New()
/area/icemoon/surface/outdoors/less_spawns
icon_state = "less_spawns"
/area/icemoon/surface/outdoors/less_spawns/New()
. = ..()
// this area SOMETIMES does map generation. Often it doesn't at all
// so it SHOULD NOT be used with the genturf turf type, as it is not always replaced
@@ -227,6 +229,16 @@
// flip this on, the generator has already disabled dangerous fauna
area_flags = MOB_SPAWN_ALLOWED | FLORA_ALLOWED
/area/icemoon/surface/outdoors/always_forested
icon_state = "forest"
map_generator = /datum/map_generator/cave_generator/icemoon/surface/forested
area_flags = MOB_SPAWN_ALLOWED | FLORA_ALLOWED | CAVES_ALLOWED
/area/icemoon/surface/outdoors/rocky
icon_state = "rocky"
map_generator = /datum/map_generator/cave_generator/icemoon/surface/rocky
area_flags = MOB_SPAWN_ALLOWED | FLORA_ALLOWED | CAVES_ALLOWED
/area/icemoon/surface/outdoors/noteleport // for places like the cursed spring water
area_flags = UNIQUE_AREA | FLORA_ALLOWED | NOTELEPORT
+5
View File
@@ -236,6 +236,11 @@
* * [mob][user]- the user building this structure
*/
/obj/item/construction/rcd/proc/rcd_create(atom/target, mob/user)
if(isopenturf(target))
var/turf/open/open = target
if(!open.CanBuildHere())
return NONE
var/list/rcd_results = target.rcd_vals(user, src) // does this atom allow for rcd actions?
if(!rcd_results) // nope
return NONE
+55
View File
@@ -18,6 +18,12 @@
/// Are burnt overlays smoothed? if they are we have to change a little bit about how we render them
var/smooth_burnt = FALSE
/// Custom destination for mirages
var/destination_z
/// Custom destination for mirages
var/destination_x
/// Custom destination for mirages
var/destination_y
/// Returns a list of every turf state considered "broken".
/// Will be randomly chosen if a turf breaks at runtime.
@@ -107,6 +113,55 @@
. = ..()
update_visuals()
//ATTACK GHOST IGNORING PARENT RETURN VALUE
/turf/open/attack_ghost(mob/dead/observer/user)
. = ..()
if(destination_z)
var/turf/T = locate(destination_x, destination_y, destination_z)
user.forceMove(T)
/turf/open/proc/CanBuildHere()
if(destination_z)
return FALSE
return TRUE
/turf/open/is_transition_turf()
if(destination_x || destination_y || destination_z)
return TRUE
/turf/open/Entered(atom/movable/arrived, atom/old_loc, list/atom/old_locs)
. = ..()
if(!arrived || src != arrived.loc)
return
if(!destination_z || !destination_x || !destination_y || arrived.pulledby || arrived.currently_z_moving)
return
var/tx = destination_x
var/ty = destination_y
var/turf/DT = locate(tx, ty, destination_z)
var/itercount = 0
while(DT.density || istype(DT.loc,/area/shuttle)) // Extend towards the center of the map, trying to look for a better place to arrive
if (itercount++ >= 100)
log_game("SPACE Z-TRANSIT ERROR: Could not find a safe place to land [arrived] within 100 iterations.")
break
if (tx < 128)
tx++
else
tx--
if (ty < 128)
ty++
else
ty--
DT = locate(tx, ty, destination_z)
arrived.zMove(null, DT, ZMOVE_ALLOW_BUCKLED)
var/atom/movable/current_pull = arrived.pulling
while (current_pull)
var/turf/target_turf = get_step(current_pull.pulledby.loc, REVERSE_DIR(current_pull.pulledby.dir)) || current_pull.pulledby.loc
current_pull.zMove(null, target_turf, ZMOVE_ALLOW_BUCKLED)
current_pull = current_pull.pulling
/**
* Replace an open turf with another open turf while avoiding the pitfall of replacing plating with a floor tile, leaving a hole underneath.
* This replaces the current turf if it is plating and is passed plating, is tile and is passed tile.
+1 -4
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@@ -110,7 +110,7 @@
/turf/open/openspace/proc/CanCoverUp()
return can_cover_up
/turf/open/openspace/proc/CanBuildHere()
/turf/open/openspace/CanBuildHere()
return can_build_on
/turf/open/openspace/attackby(obj/item/attacking_item, mob/user, list/modifiers)
@@ -132,9 +132,6 @@
return ..()
/turf/open/openspace/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
if(!CanBuildHere())
return FALSE
if(the_rcd.mode == RCD_TURF && the_rcd.rcd_design_path == /turf/open/floor/plating/rcd)
var/obj/structure/lattice/L = locate(/obj/structure/lattice, src)
if(L)
-57
View File
@@ -54,10 +54,6 @@ GLOBAL_LIST_EMPTY(starlight)
thermal_conductivity = OPEN_HEAT_TRANSFER_COEFFICIENT
heat_capacity = 700000
var/destination_z
var/destination_x
var/destination_y
var/static/datum/gas_mixture/immutable/space/space_gas = new
// We do NOT want atmos adjacent turfs
init_air = FALSE
@@ -87,12 +83,6 @@ GLOBAL_LIST_EMPTY(starlight)
GLOB.starlight -= src
return ..()
//ATTACK GHOST IGNORING PARENT RETURN VALUE
/turf/open/space/attack_ghost(mob/dead/observer/user)
if(destination_z)
var/turf/T = locate(destination_x, destination_y, destination_z)
user.forceMove(T)
/turf/open/space/TakeTemperature(temp)
/turf/open/space/RemoveLattice()
@@ -132,11 +122,6 @@ GLOBAL_LIST_EMPTY(starlight)
/turf/open/space/attack_paw(mob/user, list/modifiers)
return attack_hand(user, modifiers)
/turf/open/space/proc/CanBuildHere()
if(destination_z)
return FALSE
return TRUE
/turf/open/space/handle_slip()
return
@@ -149,40 +134,6 @@ GLOBAL_LIST_EMPTY(starlight)
else if(ismetaltile(attacking_item))
build_with_floor_tiles(attacking_item, user)
/turf/open/space/Entered(atom/movable/arrived, atom/old_loc, list/atom/old_locs)
. = ..()
if(!arrived || src != arrived.loc)
return
if(destination_z && destination_x && destination_y && !arrived.pulledby && !arrived.currently_z_moving)
var/tx = destination_x
var/ty = destination_y
var/turf/DT = locate(tx, ty, destination_z)
var/itercount = 0
while(DT.density || istype(DT.loc,/area/shuttle)) // Extend towards the center of the map, trying to look for a better place to arrive
if (itercount++ >= 100)
log_game("SPACE Z-TRANSIT ERROR: Could not find a safe place to land [arrived] within 100 iterations.")
break
if (tx < 128)
tx++
else
tx--
if (ty < 128)
ty++
else
ty--
DT = locate(tx, ty, destination_z)
arrived.zMove(null, DT, ZMOVE_ALLOW_BUCKLED)
var/atom/movable/current_pull = arrived.pulling
while (current_pull)
var/turf/target_turf = get_step(current_pull.pulledby.loc, REVERSE_DIR(current_pull.pulledby.dir)) || current_pull.pulledby.loc
current_pull.zMove(null, target_turf, ZMOVE_ALLOW_BUCKLED)
current_pull = current_pull.pulling
/turf/open/space/MakeSlippery(wet_setting, min_wet_time, wet_time_to_add, max_wet_time, permanent)
return
@@ -194,11 +145,6 @@ GLOBAL_LIST_EMPTY(starlight)
return TRUE
return FALSE
/turf/open/space/is_transition_turf()
if(destination_x || destination_y || destination_z)
return TRUE
/turf/open/space/acid_act(acidpwr, acid_volume)
return FALSE
@@ -208,9 +154,6 @@ GLOBAL_LIST_EMPTY(starlight)
/turf/open/space/rcd_vals(mob/user, obj/item/construction/rcd/the_rcd)
if(!CanBuildHere())
return FALSE
if(the_rcd.mode == RCD_TURF)
if(the_rcd.rcd_design_path == /turf/open/floor/plating/rcd)
var/obj/structure/lattice/lattice = locate(/obj/structure/lattice, src)
@@ -18,5 +18,4 @@
else // in case a single trait is passed in
SSmapping.z_trait_levels[new_traits] += list(new_z)
set_linkage(new_traits[ZTRAIT_LINKAGE])
@@ -60,39 +60,23 @@
/datum/controller/subsystem/mapping/proc/setup_map_transitions() //listamania
var/list/transition_levels = list()
var/list/cached_z_list = z_list
var/linkage
for(var/datum/space_level/level as anything in cached_z_list)
if (level.linkage == CROSSLINKED)
transition_levels.Add(level)
if(level.linkage != CROSSLINKED && level.linkage != GRIDLINKED)
continue
var/grid_diameter = (length(transition_levels) * 2) + 1
var/list/grid = new /list(grid_diameter ** 2)
transition_levels.Add(level)
var/datum/space_transition_point/point
for(var/x in 1 to grid_diameter)
for(var/y in 1 to grid_diameter)
point = new/datum/space_transition_point(x, y, grid)
grid[CHORDS_TO_1D(x, y, grid_diameter)] = point
for(point as anything in grid)
point.set_neigbours(grid, grid_diameter)
if(!isnull(linkage) && level.linkage != linkage)
// Either you be gridlinked or crosslinked, both is uhhh... a headache
stack_trace("Mixed linkages detected in z-level neighbour transitions!")
continue
linkage = level.linkage
var/center = round(grid_diameter / 2)
point = grid[CHORDS_TO_1D(grid_diameter, center, center)]
grid.Cut()
var/list/transition_pick = transition_levels.Copy()
var/list/possible_points = list()
var/list/used_points = list()
while(transition_pick.len)
var/datum/space_level/level = pick_n_take(transition_pick)
level.xi = point.x
level.yi = point.y
point.spl = level
possible_points |= point.neigbours
used_points |= point
possible_points.Remove(used_points)
level.set_neigbours(used_points)
point = pick(possible_points)
CHECK_TICK
if(linkage == CROSSLINKED)
set_cross_linkages(transition_levels)
else if(linkage == GRIDLINKED)
set_grid_linkages(transition_levels)
// Now that we've handed out neighbors, we're gonna handle an edge case
// Need to check if all our levels have neighbors in all directions
@@ -141,7 +125,7 @@
var/datum/space_level/neighbor = level.neigbours["[dirside]"]
var/zdestination = neighbor.z_value
for(var/turf/open/space/S in turfblock)
for(var/turf/open/S in turfblock)
S.destination_x = x_target || S.x
S.destination_y = y_target || S.y
S.destination_z = zdestination
@@ -162,4 +146,60 @@
var/turf/place = locate(S.destination_x, S.destination_y, zdestination)
S.AddElement(/datum/element/mirage_border, place, mirage_dir, range_cached)
/// Construct linkages randomly to get maze-like space transitions
/// We do this by constructing a very large grid, and placing the levels randomly inside, and then filling out the empty spaces
/datum/controller/subsystem/mapping/proc/set_cross_linkages(list/transition_levels)
var/grid_diameter = (length(transition_levels) * 2) + 1
var/list/grid = new /list(grid_diameter ** 2)
var/datum/space_transition_point/point
for(var/x in 1 to grid_diameter)
for(var/y in 1 to grid_diameter)
point = new /datum/space_transition_point(x, y, grid)
grid[CHORDS_TO_1D(x, y, grid_diameter)] = point
for(point as anything in grid)
point.set_neigbours(grid, grid_diameter)
var/center = round(grid_diameter / 2)
point = grid[CHORDS_TO_1D(grid_diameter, center, center)]
grid.Cut()
var/list/transition_pick = transition_levels.Copy()
var/list/possible_points = list()
var/list/used_points = list()
while(transition_pick.len)
var/datum/space_level/level = pick_n_take(transition_pick)
level.xi = point.x
level.yi = point.y
point.spl = level
possible_points |= point.neigbours
used_points |= point
possible_points.Remove(used_points)
level.set_neigbours(used_points)
point = pick(possible_points)
CHECK_TICK
/// Connect the z-levels in a non-randomized grid
/datum/controller/subsystem/mapping/proc/set_grid_linkages(list/transition_levels)
var/grid_diameter = ceil(sqrt(length(transition_levels)))
var/list/grid = new /list(grid_diameter ** 2)
// Construct an imaginary grid with the right neighbours etc for our grid
var/datum/space_transition_point/point
for(var/x in 1 to grid_diameter)
for(var/y in 1 to grid_diameter)
point = new /datum/space_transition_point(x, y, grid)
grid[CHORDS_TO_1D(x, y, grid_diameter)] = point
// Translate the grid we made to the z-levels
var/list/used_points = list()
for(var/i in 1 to transition_levels.len)
var/datum/space_level/level = transition_levels[i]
point = grid[i]
level.xi = point.x
level.yi = point.y
point.spl = level
used_points += point //this used_points list is kinda lame, you can remove it if you can find out what the slice function in byond is
level.set_neigbours(used_points)
#undef CHORDS_TO_1D
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