Adds some customization to ruin loader (#35209)

* Adds some customization to ruin loader

* Bluh

* stuff

* Fixes
This commit is contained in:
AnturK
2018-02-04 08:54:40 +01:00
committed by duncathan salt
parent f351c6da61
commit c61037629a
4 changed files with 131 additions and 89 deletions

View File

@@ -1,3 +1,39 @@
/datum/map_template/ruin/proc/try_to_place(z,allowed_areas)
var/sanity = PLACEMENT_TRIES
while(sanity > 0)
sanity--
var/width_border = TRANSITIONEDGE + SPACERUIN_MAP_EDGE_PAD + round(width / 2)
var/height_border = TRANSITIONEDGE + SPACERUIN_MAP_EDGE_PAD + round(height / 2)
var/turf/central_turf = locate(rand(width_border, world.maxx - width_border), rand(height_border, world.maxy - height_border), z)
var/valid = TRUE
for(var/turf/check in get_affected_turfs(central_turf,1))
var/area/new_area = get_area(check)
if(!(istype(new_area, allowed_areas)) || check.flags_1 & NO_RUINS_1)
valid = FALSE
break
if(!valid)
continue
log_world("Ruin \"[name]\" placed at ([central_turf.x], [central_turf.y], [central_turf.z])")
for(var/i in get_affected_turfs(central_turf, 1))
var/turf/T = i
for(var/mob/living/simple_animal/monster in T)
qdel(monster)
for(var/obj/structure/flora/ash/plant in T)
qdel(plant)
load(central_turf,centered = TRUE)
loaded++
for(var/turf/T in get_affected_turfs(central_turf, 1))
T.flags_1 |= NO_RUINS_1
new /obj/effect/landmark/ruin(central_turf, src)
return TRUE
return FALSE
/proc/seedRuins(list/z_levels = null, budget = 0, whitelist = /area/space, list/potentialRuins)
@@ -11,98 +47,89 @@
WARNING("Z level [zl] does not exist - Not generating ruins")
return
var/overall_sanity = 100
var/list/ruins = potentialRuins.Copy()
var/is_picking = FALSE
var/last_checked_ruin_index = 0
while(budget > 0 && overall_sanity > 0)
// Pick a ruin
var/datum/map_template/ruin/ruin = null
if(ruins && ruins.len)
last_checked_ruin_index++ //ruins with no cost come first in the ruin list, so they'll get picked really often
if(is_picking)
ruin = ruins[pick(ruins)]
else
var/ruin_key = ruins[last_checked_ruin_index] //get the ruin's key via index
ruin = ruins[ruin_key] //use that key to get the ruin datum itself
if(ruin.cost >= 0) //if it has a non-negative cost, cancel out and pick another, to ensure true randomness
is_picking = TRUE
ruin = ruins[pick(ruins)]
else
log_world("Ruin loader had no ruins to pick from with [budget] left to spend.")
break
// Can we afford it
if(ruin.cost > budget)
overall_sanity--
var/list/forced_ruins = list() //These go first on the z level associated (same random one by default)
var/list/ruins_availible = list() //we can try these in the current pass
var/forced_z //If set we won't pick z level and use this one instead.
//Set up the starting ruin list
for(var/key in ruins)
var/datum/map_template/ruin/R = ruins[key]
if(R.cost > budget) //Why would you do that
continue
// If so, try to place it
var/sanity = 100
// And if we can't fit it anywhere, give up, try again
if(R.always_place)
forced_ruins[R] = -1
if(R.unpickable)
continue
ruins_availible[R] = R.placement_weight
while(sanity > 0)
sanity--
var/width_border = TRANSITIONEDGE + SPACERUIN_MAP_EDGE_PAD + round(ruin.width / 2)
var/height_border = TRANSITIONEDGE + SPACERUIN_MAP_EDGE_PAD + round(ruin.height / 2)
var/z_level = pick(z_levels)
var/turf/T = locate(rand(width_border, world.maxx - width_border), rand(height_border, world.maxy - height_border), z_level)
var/valid = TRUE
while(budget > 0 && (ruins_availible.len || forced_ruins.len))
var/datum/map_template/ruin/current_pick
var/forced = FALSE
if(forced_ruins.len) //We have something we need to load right now, so just pick it
for(var/ruin in forced_ruins)
current_pick = ruin
if(forced_ruins[ruin] > 0) //Load into designated z
forced_z = forced_ruins[ruin]
forced = TRUE
break
else //Otherwise just pick random one
current_pick = pickweight(ruins_availible)
for(var/turf/check in ruin.get_affected_turfs(T,1))
var/area/new_area = get_area(check)
if(!(istype(new_area, whitelist)) || check.flags_1 & NO_RUINS_1)
valid = FALSE
break
if(!valid)
var/placement_tries = PLACEMENT_TRIES
var/failed_to_place = TRUE
var/z_placed = 0
while(placement_tries > 0)
placement_tries--
z_placed = pick(z_levels)
if(!current_pick.try_to_place(forced_z ? forced_z : z_placed,whitelist))
continue
else
failed_to_place = FALSE
break
log_world("Ruin \"[ruin.name]\" placed at ([T.x], [T.y], [T.z])")
//That's done remove from priority even if it failed
if(forced)
//TODO : handle forced ruins with multiple variants
forced_ruins -= current_pick
forced = FALSE
if(failed_to_place)
for(var/datum/map_template/ruin/R in ruins_availible)
if(R.id == current_pick.id)
ruins_availible -= R
log_world("Failed to place [current_pick.name] ruin.")
else
budget -= current_pick.cost
if(!current_pick.allow_duplicates)
for(var/datum/map_template/ruin/R in ruins_availible)
if(R.id == current_pick.id)
ruins_availible -= R
if(current_pick.never_spawn_with)
for(var/blacklisted_type in current_pick.never_spawn_with)
for(var/possible_exclusion in ruins_availible)
if(istype(possible_exclusion,blacklisted_type))
ruins_availible -= possible_exclusion
if(current_pick.always_spawn_with)
for(var/v in current_pick.always_spawn_with)
for(var/ruin_name in SSmapping.ruins_templates) //Because we might want to add space templates as linked of lava templates.
var/datum/map_template/ruin/linked = SSmapping.ruins_templates[ruin_name] //why are these assoc, very annoying.
if(istype(linked,v))
switch(current_pick.always_spawn_with[v])
if(PLACE_SAME_Z)
forced_ruins[linked] = forced_z ? forced_z : z_placed //I guess you might want a chain somehow
if(PLACE_LAVA_RUIN)
forced_ruins[linked] = pick(SSmapping.levels_by_trait(ZTRAIT_LAVA_RUINS))
if(PLACE_SPACE_RUIN)
forced_ruins[linked] = pick(SSmapping.levels_by_trait(ZTRAIT_SPACE_RUINS))
if(PLACE_DEFAULT)
forced_ruins[linked] = -1
forced_z = 0
var/obj/effect/ruin_loader/R = new /obj/effect/ruin_loader(T)
R.Load(ruins,ruin)
if(ruin.cost >= 0)
budget -= ruin.cost
if(!ruin.allow_duplicates)
for(var/m in ruins)
var/datum/map_template/ruin/ruin_to_remove = ruins[m]
if(ruin_to_remove.id == ruin.id) //remove all ruins with the same ID, to make sure that ruins with multiple variants work properly
ruins -= ruin_to_remove.name
last_checked_ruin_index--
break
if(!overall_sanity)
log_world("Ruin loader gave up with [budget] left to spend.")
/obj/effect/ruin_loader
name = "random ruin"
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "syndballoon"
invisibility = 0
/obj/effect/ruin_loader/proc/Load(list/potentialRuins, datum/map_template/template)
var/list/possible_ruins = list()
for(var/A in potentialRuins)
var/datum/map_template/T = potentialRuins[A]
if(!T.loaded)
possible_ruins += T
if(!template && possible_ruins.len)
template = safepick(possible_ruins)
if(!template)
return FALSE
var/turf/central_turf = get_turf(src)
for(var/i in template.get_affected_turfs(central_turf, 1))
var/turf/T = i
for(var/mob/living/simple_animal/monster in T)
qdel(monster)
for(var/obj/structure/flora/ash/plant in T)
qdel(plant)
template.load(central_turf,centered = TRUE)
template.loaded++
var/datum/map_template/ruin = template
if(istype(ruin))
new /obj/effect/landmark/ruin(central_turf, ruin)
qdel(src)
return TRUE
//Update the availible list
for(var/datum/map_template/ruin/R in ruins_availible)
if(R.cost > budget)
ruins_availible -= R
log_world("Ruin loader finished with [budget] left to spend.")