Macro optimizes SSmapping saving 50% (#69632)

* 'optimizes' space transitions by like 0.06 seconds, makes them easier to read tho, so that's an upside

* ''''optimizes'''' parsed map loading

I'm honestly not sure how big a difference this makes, looked like small
percentage points if anything
It's a bit more internally concistent at least, which is nice. Also I
understand the system now.

I'd like to think it helped but I think this is kinda a "do you think
it's easier to read" sort of situation. if it did help it was by the
skin of its teeth

* Saves 0.6 seconds off loading meta and lavaland's map files

This is just a lot of micro stuff.
1: Bound checks don't need to be inside for loops, we can instead bound the iteration counts
2: TGM and DMM are parsed differently. in dmm a grid_set is one z level,
   in tgm it's one collumn. Realizing this allows you to skip copytexts and
   other such silly in the tgm implemenentation, saving a good bit of time
3: Min/max bounds do not need to be checked inside for loops, and can
   instead be handled outside of them, because we know the order of x
   and y iteration. This saves 0.2 seconds

I may or may not have made the code harder to read, if so let me know
and I'll check it over.

* Micro ops key caching significantly. Fixes macros bug

inserting \ into a dmm with no valid target would just less then loop
the string. Dumb

Anyway, optimizations. I save a LOT of time by not needing to call
find_next_delimiter_position for every entry and var set. (like maybe 0.5
seconds, not totally sure)
I save this by using splittext, which is significantly faster. this
would cause parsing issues if you could embed \n into dmms, but you
can't, so I'm safe.

Lemme see uh, lots of little things, stuff that's suboptimal or could be
done cheaper. Some "hey you and I both know a \" is 2 chars long sort of
stuff

I removed trim_text because the quote trimming was never actually used,
and the space trimming was slower then using the code in trim. I also
micro'd trim to save a bit of time. this saves another maybe 0.5.

Few other things, I think that's the main of it. Gives me the fuzzy
feelings

* Saves 50% of build_coordinate's time

Micro optimizing go brrrrr
I made turf_blacklist an assoc list rather then just a normal one, so
lookups are O(log n) instead of O(n). Also it's faster for the base case
of loading mostly space.

Instead of toggling the map loader right before and right after New()
calls, we toggle at the start of mapload, and disable then reenable if
we check tick. This saves like 0.3 seconds

Rather then tracking an area cache ourselves, and needing to pass it
around, we use a locally static list to reference the global list of
area -> type. This is much faster, if slightly fragile.

Rather then checking for a null turf at every line, we do it at the
start of the proc and not after. Faster this way, tho it can in theory
drop area vvs.

Avoids calling world.preloader_setup unless we actually have a unique
set of attributes. We use another static list to make this comparison
cheap. This saves another 0.3

Rather then checking for area paths in the turf logic, or vis versa, we
assume we are creating the type implied by the index we're reading off.
So only the last type entry will be loaded like a turf, etc.
This is slightly unsafe but saves a good bit of time, and will properly
error on fucked maps.

Also, rather then using a datum to hold preloader vars, we use 2 global
variables. This is faster.

This marks the end of my optimizations for direct maploading. I've
reduced the cost of loading a map by more then 50% now. Get owned.

* Adds a define for maploading tick check

* makes shuttles load again, removes some of the hard limits I had on the reader for profiling

* Macro ops cave generation

Cave generation was insanely more expensive then it had any right to be.
Maybe 0.5 seconds was saved off not doing a range(12) for EVERY SPAWNED
MOB.
0.14 was saved off using expanded weighted lists (A new idea of mine)
This is useful because I can take a weighted list, and condense it into
weight * path count. This is more memory heavy, and costs more to
create, but is so much faster then the proc.

I also added a naive implementation of gcd to make this a bit less bad.
It's not great, but it'll do for this usecase.

Oh and I changed some ChangeTurfs into New()s. I'm still not entirely
sure what the core difference between the two is, but it seems to work
fine.
I believe it's safe because the turf below us hasn't init'd yet, there's
nothing to take from them. It's like 3 seconds faster too so I'll be sad
when it turns out I'm being dumb

* Micros river spawning

This uses the same sort of concepts as the last change, mostly New being
preferable to ChangeTurf at this level of code.
This bit isn't nearly as detailed as the last few, I honestly got a bit
tired. It's still like 0.4 seconds saved tho

* Micros ruin loading

Turns out it saves time if you don't check area type for every tile on a
ruin. Not a whole ton faster, like 0.03, but faster.

Saves even more time (0.1) to not iterate all your ruin's turfs 3 times
to clear away lavaland mobs, when you're IN SPACE who wrote this.

Oh it also saves time to only pull your turf list once, rather then 3
times
This commit is contained in:
LemonInTheDark
2022-09-22 15:34:10 -07:00
committed by GitHub
parent 8f7630bf4c
commit d34fa4c642
17 changed files with 671 additions and 422 deletions
+35
View File
@@ -427,6 +427,41 @@
return null
/// Takes a weighted list (see above) and expands it into raw entries
/// This eats more memory, but saves time when actually picking from it
/proc/expand_weights(list/list_to_pick)
var/list/values = list()
for(var/item in list_to_pick)
var/value = list_to_pick[item]
if(!value)
continue
values += value
var/gcf = greatest_common_factor(values)
var/list/output = list()
for(var/item in list_to_pick)
var/value = list_to_pick[item]
if(!value)
continue
for(var/i in 1 to value / gcf)
output += item
return output
/// Takes a list of numbers as input, returns the highest value that is cleanly divides them all
/// Note: this implementation is expensive as heck for large numbers, I only use it because most of my usecase
/// Is < 10 ints
/proc/greatest_common_factor(list/values)
var/smallest = min(arglist(values))
for(var/i in smallest to 1 step -1)
var/safe = TRUE
for(var/entry in values)
if(entry % i != 0)
safe = FALSE
break
if(safe)
return i
/// Pick a random element from the list and remove it from the list.
/proc/pick_n_take(list/list_to_pick)
RETURN_TYPE(list_to_pick[_].type)
+22 -1
View File
@@ -304,6 +304,24 @@
return copytext(text, 1, i + 1)
return ""
//Returns a string with reserved characters and spaces after the first and last letters removed
//Like trim(), but very slightly faster. worth it for niche usecases
/proc/trim_reduced(text)
var/starting_coord = 1
var/text_len = length(text)
for (var/i in 1 to text_len)
if (text2ascii(text, i) > 32)
starting_coord = i
break
for (var/i = text_len, i >= starting_coord, i--)
if (text2ascii(text, i) > 32)
return copytext(text, starting_coord, i + 1)
if(starting_coord > 1)
return copytext(text, starting_coord)
return ""
/**
* Truncate a string to the given length
*
@@ -324,7 +342,7 @@
/proc/trim(text, max_length)
if(max_length)
text = copytext_char(text, 1, max_length)
return trim_left(trim_right(text))
return trim_reduced(text)
//Returns a string with the first element of the string capitalized.
/proc/capitalize(t)
@@ -792,6 +810,9 @@ GLOBAL_LIST_INIT(binary, list("0","1"))
base = text("[]\herself", rest)
if("hers")
base = text("[]\hers", rest)
else // Someone fucked up, if you're not a macro just go home yeah?
// This does technically break parsing, but at least it's better then what it used to do
return base
. = base
if(rest)
+3 -3
View File
@@ -166,20 +166,20 @@ SUBSYSTEM_DEF(mapping)
// Generate mining ruins
var/list/lava_ruins = levels_by_trait(ZTRAIT_LAVA_RUINS)
if (lava_ruins.len)
seedRuins(lava_ruins, CONFIG_GET(number/lavaland_budget), list(/area/lavaland/surface/outdoors/unexplored), themed_ruins[ZTRAIT_LAVA_RUINS])
seedRuins(lava_ruins, CONFIG_GET(number/lavaland_budget), list(/area/lavaland/surface/outdoors/unexplored), themed_ruins[ZTRAIT_LAVA_RUINS], clear_below = TRUE)
for (var/lava_z in lava_ruins)
spawn_rivers(lava_z)
var/list/ice_ruins = levels_by_trait(ZTRAIT_ICE_RUINS)
if (ice_ruins.len)
// needs to be whitelisted for underground too so place_below ruins work
seedRuins(ice_ruins, CONFIG_GET(number/icemoon_budget), list(/area/icemoon/surface/outdoors/unexplored, /area/icemoon/underground/unexplored), themed_ruins[ZTRAIT_ICE_RUINS])
seedRuins(ice_ruins, CONFIG_GET(number/icemoon_budget), list(/area/icemoon/surface/outdoors/unexplored, /area/icemoon/underground/unexplored), themed_ruins[ZTRAIT_ICE_RUINS], clear_below = TRUE)
for (var/ice_z in ice_ruins)
spawn_rivers(ice_z, 4, /turf/open/openspace/icemoon, /area/icemoon/surface/outdoors/unexplored/rivers)
var/list/ice_ruins_underground = levels_by_trait(ZTRAIT_ICE_RUINS_UNDERGROUND)
if (ice_ruins_underground.len)
seedRuins(ice_ruins_underground, CONFIG_GET(number/icemoon_budget), list(/area/icemoon/underground/unexplored), themed_ruins[ZTRAIT_ICE_RUINS_UNDERGROUND])
seedRuins(ice_ruins_underground, CONFIG_GET(number/icemoon_budget), list(/area/icemoon/underground/unexplored), themed_ruins[ZTRAIT_ICE_RUINS_UNDERGROUND], clear_below = TRUE)
for (var/ice_z in ice_ruins_underground)
spawn_rivers(ice_z, 4, level_trait(ice_z, ZTRAIT_BASETURF), /area/icemoon/underground/unexplored/rivers)
+105 -84
View File
@@ -1,18 +1,32 @@
/datum/map_generator/cave_generator
var/name = "Cave Generator"
///Weighted list of the types that spawns if the turf is open
var/open_turf_types = list(/turf/open/misc/asteroid/airless = 1)
var/weighted_open_turf_types = list(/turf/open/misc/asteroid/airless = 1)
///Expanded list of the types that spawns if the turf is open
var/open_turf_types
///Weighted list of the types that spawns if the turf is closed
var/closed_turf_types = list(/turf/closed/mineral/random = 1)
var/weighted_closed_turf_types = list(/turf/closed/mineral/random = 1)
///Expanded list of the types that spawns if the turf is closed
var/closed_turf_types
///Weighted list of mobs that can spawn in the area.
var/list/weighted_mob_spawn_list
///Expanded list of mobs that can spawn in the area. Reads from the weighted list
var/list/mob_spawn_list
// Weighted list of Megafauna that can spawn in the caves
///The mob spawn list but with no megafauna markers. autogenerated
var/list/mob_spawn_no_mega_list
// Weighted list of Megafauna that can spawn in the area
var/list/weighted_megafauna_spawn_list
///Expanded list of Megafauna that can spawn in the area. Reads from the weighted list
var/list/megafauna_spawn_list
///Weighted list of flora that can spawn in the area.
var/list/weighted_flora_spawn_list
///Expanded list of flora that can spawn in the area. Reads from the weighted list
var/list/flora_spawn_list
///Weighted list of extra features that can spawn in the area, such as geysers.
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
@@ -36,107 +50,114 @@
/datum/map_generator/cave_generator/New()
. = ..()
if(!mob_spawn_list)
mob_spawn_list = list(/mob/living/simple_animal/hostile/asteroid/goldgrub = 1, /mob/living/simple_animal/hostile/asteroid/goliath = 5, /mob/living/simple_animal/hostile/asteroid/basilisk = 4, /mob/living/simple_animal/hostile/asteroid/hivelord = 3)
if(!megafauna_spawn_list)
megafauna_spawn_list = GLOB.megafauna_spawn_list
if(!flora_spawn_list)
flora_spawn_list = list(/obj/structure/flora/ash/leaf_shroom = 2 , /obj/structure/flora/ash/cap_shroom = 2 , /obj/structure/flora/ash/stem_shroom = 2 , /obj/structure/flora/ash/cacti = 1, /obj/structure/flora/ash/tall_shroom = 2, /obj/structure/flora/ash/seraka = 2)
if(!feature_spawn_list)
feature_spawn_list = list(/obj/structure/geyser/random = 1)
if(!weighted_mob_spawn_list)
weighted_mob_spawn_list = list(/mob/living/simple_animal/hostile/asteroid/goldgrub = 1, /mob/living/simple_animal/hostile/asteroid/goliath = 5, /mob/living/simple_animal/hostile/asteroid/basilisk = 4, /mob/living/simple_animal/hostile/asteroid/hivelord = 3)
mob_spawn_list = expand_weights(weighted_mob_spawn_list)
mob_spawn_no_mega_list = expand_weights(weighted_mob_spawn_list - SPAWN_MEGAFAUNA)
if(!weighted_megafauna_spawn_list)
weighted_megafauna_spawn_list = GLOB.megafauna_spawn_list
megafauna_spawn_list = expand_weights(weighted_megafauna_spawn_list)
if(!weighted_flora_spawn_list)
weighted_flora_spawn_list = list(/obj/structure/flora/ash/leaf_shroom = 2 , /obj/structure/flora/ash/cap_shroom = 2 , /obj/structure/flora/ash/stem_shroom = 2 , /obj/structure/flora/ash/cacti = 1, /obj/structure/flora/ash/tall_shroom = 2, /obj/structure/flora/ash/seraka = 2)
flora_spawn_list = expand_weights(weighted_flora_spawn_list)
if(!weighted_feature_spawn_list)
weighted_feature_spawn_list = list(/obj/structure/geyser/random = 1)
feature_spawn_list = expand_weights(weighted_feature_spawn_list)
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)
/datum/map_generator/cave_generator/generate_terrain(list/turfs, area/generate_in)
. = ..()
if(!(generate_in.area_flags & CAVES_ALLOWED))
return
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
// Area var pullouts to make accessing in the loop faster
var/flora_allowed = (generate_in.area_flags & FLORA_ALLOWED) && length(flora_spawn_list)
var/feature_allowed = (generate_in.area_flags & FLORA_ALLOWED) && length(feature_spawn_list)
var/mobs_allowed = (generate_in.area_flags & MOB_SPAWN_ALLOWED) && length(mob_spawn_list)
var/megas_allowed = (generate_in.area_flags & MEGAFAUNA_SPAWN_ALLOWED) && length(megafauna_spawn_list)
for(var/i in turfs) //Go through all the turfs and generate them
var/turf/gen_turf = i
var/area/A = gen_turf.loc
if(!(A.area_flags & CAVES_ALLOWED))
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)
// 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
new_turf = new new_turf(gen_turf)
if(gen_turf.turf_flags & NO_RUINS)
new_turf.flags_1 |= NO_RUINS
if(closed)//Open turfs have some special behavior related to spawning flora and mobs.
CHECK_TICK
continue
var/closed = text2num(string_gen[world.maxx * (gen_turf.y - 1) + gen_turf.x])
// If we've spawned something yet
var/spawned_something = FALSE
var/stored_flags
if(gen_turf.turf_flags & NO_RUINS)
stored_flags |= NO_RUINS
///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))
var/flora_type = pick(flora_spawn_list)
new flora_type(new_turf)
spawned_something = TRUE
var/turf/new_turf = pick_weight(closed ? closed_turf_types : open_turf_types)
//FEATURE SPAWNING HERE
if(feature_allowed && prob(feature_spawn_chance))
var/can_spawn = TRUE
new_turf = gen_turf.ChangeTurf(new_turf, initial(new_turf.baseturfs), CHANGETURF_DEFER_CHANGE)
var/atom/picked_feature = pick(feature_spawn_list)
new_turf.flags_1 |= stored_flags
if(!closed)//Open turfs have some special behavior related to spawning flora and mobs.
var/turf/open/new_open_turf = new_turf
///Spawning isn't done in procs to save on overhead on the 60k turfs we're going through.
//FLORA SPAWNING HERE
var/atom/spawned_flora
if(flora_spawn_list && prob(flora_spawn_chance))
var/can_spawn = TRUE
if(!(A.area_flags & FLORA_ALLOWED))
for(var/obj/structure/existing_feature in range(7, new_turf))
if(istype(existing_feature, picked_feature))
can_spawn = FALSE
if(can_spawn)
spawned_flora = pick_weight(flora_spawn_list)
spawned_flora = new spawned_flora(new_open_turf)
break
//FEATURE SPAWNING HERE
var/atom/spawned_feature
if(feature_spawn_list && prob(feature_spawn_chance))
var/can_spawn = TRUE
if(can_spawn)
new picked_feature(new_turf)
spawned_something = TRUE
if(!(A.area_flags & FLORA_ALLOWED)) //checks the same flag because lol dunno
//MOB SPAWNING HERE
if(mobs_allowed && !spawned_something && prob(mob_spawn_chance))
var/atom/picked_mob = pick(mob_spawn_list)
if(picked_mob == SPAWN_MEGAFAUNA)
if(megas_allowed) //this is danger. it's boss time.
picked_mob = pick(megafauna_spawn_list)
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/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, new_turf))
can_spawn = FALSE
var/atom/picked_feature = pick_weight(feature_spawn_list)
for(var/obj/structure/F in range(7, new_open_turf))
if(istype(F, picked_feature))
can_spawn = FALSE
if(can_spawn)
spawned_feature = new picked_feature(new_open_turf)
//MOB SPAWNING HERE
if(mob_spawn_list && !spawned_flora && !spawned_feature && prob(mob_spawn_chance))
var/can_spawn = TRUE
if(!(A.area_flags & MOB_SPAWN_ALLOWED))
break
//if the random is a standard mob, avoid spawning if there's another one within 12 tiles
else if(ispath(picked_mob, /mob/living/simple_animal/hostile/asteroid))
for(var/mob/living/simple_animal/hostile/asteroid/mob_blocker in range(12, new_turf))
can_spawn = FALSE
break
//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, new_turf))
can_spawn = FALSE
break
var/atom/picked_mob = pick_weight(mob_spawn_list)
if(picked_mob == SPAWN_MEGAFAUNA) //
if((A.area_flags & MEGAFAUNA_SPAWN_ALLOWED) && megafauna_spawn_list?.len) //this is danger. it's boss time.
picked_mob = pick_weight(megafauna_spawn_list)
else //this is not danger, don't spawn a boss, spawn something else
picked_mob = pick_weight(mob_spawn_list - SPAWN_MEGAFAUNA) //What if we used 100% of the brain...and did something (slightly) less shit than a while loop?
for(var/thing in urange(12, new_open_turf)) //prevents mob clumps
if(!ishostile(thing) && !istype(thing, /obj/structure/spawner))
continue
if((ispath(picked_mob, /mob/living/simple_animal/hostile/megafauna) || ismegafauna(thing)) && get_dist(new_open_turf, thing) <= 7)
can_spawn = FALSE //if there's a megafauna within standard view don't spawn anything at all
break
if(ispath(picked_mob, /mob/living/simple_animal/hostile/asteroid) || istype(thing, /mob/living/simple_animal/hostile/asteroid))
can_spawn = FALSE //if the random is a standard mob, avoid spawning if there's another one within 12 tiles
break
if((ispath(picked_mob, /obj/structure/spawner/lavaland) || istype(thing, /obj/structure/spawner/lavaland)) && get_dist(new_open_turf, thing) <= 2)
can_spawn = FALSE //prevents tendrils spawning in each other's collapse range
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
megafauna_spawn_list.Remove(picked_mob)
new picked_mob(new_open_turf)
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(new_turf)
spawned_something = TRUE
CHECK_TICK
var/message = "[name] finished in [(REALTIMEOFDAY - start_time)/10]s!"
+10 -10
View File
@@ -1,19 +1,19 @@
/datum/map_generator/cave_generator/icemoon
open_turf_types = list(/turf/open/misc/asteroid/snow/icemoon = 19, /turf/open/misc/ice/icemoon = 1)
closed_turf_types = list(/turf/closed/mineral/random/snow = 1)
weighted_open_turf_types = list(/turf/open/misc/asteroid/snow/icemoon = 19, /turf/open/misc/ice/icemoon = 1)
weighted_closed_turf_types = list(/turf/closed/mineral/random/snow = 1)
mob_spawn_list = list(/mob/living/simple_animal/hostile/asteroid/wolf = 50, /obj/structure/spawner/ice_moon = 3, \
weighted_mob_spawn_list = list(/mob/living/simple_animal/hostile/asteroid/wolf = 50, /obj/structure/spawner/ice_moon = 3, \
/mob/living/simple_animal/hostile/asteroid/polarbear = 30, /obj/structure/spawner/ice_moon/polarbear = 3, \
/mob/living/simple_animal/hostile/asteroid/hivelord/legion/snow = 50, /mob/living/simple_animal/hostile/asteroid/goldgrub = 10, \
/mob/living/simple_animal/hostile/asteroid/lobstrosity = 15)
flora_spawn_list = list(/obj/structure/flora/tree/pine/style_random = 2, /obj/structure/flora/rock/icy/style_random = 2, /obj/structure/flora/rock/pile/icy/style_random = 2, /obj/structure/flora/grass/both/style_random = 6, /obj/structure/flora/ash/chilly = 2)
weighted_flora_spawn_list = list(/obj/structure/flora/tree/pine/style_random = 2, /obj/structure/flora/rock/icy/style_random = 2, /obj/structure/flora/rock/pile/icy/style_random = 2, /obj/structure/flora/grass/both/style_random = 6, /obj/structure/flora/ash/chilly = 2)
///Note that this spawn list is also in the lavaland generator
feature_spawn_list = list(/obj/structure/geyser/wittel = 6, /obj/structure/geyser/random = 2, /obj/structure/geyser/plasma_oxide = 10, /obj/structure/geyser/protozine = 10, /obj/structure/geyser/hollowwater = 10)
weighted_feature_spawn_list = list(/obj/structure/geyser/wittel = 6, /obj/structure/geyser/random = 2, /obj/structure/geyser/plasma_oxide = 10, /obj/structure/geyser/protozine = 10, /obj/structure/geyser/hollowwater = 10)
/datum/map_generator/cave_generator/icemoon/surface
flora_spawn_chance = 4
mob_spawn_list = null
weighted_mob_spawn_list = null
initial_closed_chance = 53
birth_limit = 5
death_limit = 4
@@ -22,10 +22,10 @@
/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
closed_turf_types = list(/turf/closed/mineral/random/snow/underground = 1)
mob_spawn_list = list(/mob/living/simple_animal/hostile/asteroid/ice_demon = 50, /obj/structure/spawner/ice_moon/demonic_portal = 3, \
weighted_closed_turf_types = list(/turf/closed/mineral/random/snow/underground = 1)
weighted_mob_spawn_list = list(/mob/living/simple_animal/hostile/asteroid/ice_demon = 50, /obj/structure/spawner/ice_moon/demonic_portal = 3, \
/mob/living/simple_animal/hostile/asteroid/ice_whelp = 30, /obj/structure/spawner/ice_moon/demonic_portal/ice_whelp = 3, \
/mob/living/simple_animal/hostile/asteroid/hivelord/legion/snow = 50, /obj/structure/spawner/ice_moon/demonic_portal/snowlegion = 3, \
SPAWN_MEGAFAUNA = 2)
megafauna_spawn_list = list(/mob/living/simple_animal/hostile/megafauna/colossus = 1)
flora_spawn_list = list(/obj/structure/flora/rock/icy/style_random = 6, /obj/structure/flora/rock/pile/icy/style_random = 6, /obj/structure/flora/ash/chilly = 1)
weighted_megafauna_spawn_list = list(/mob/living/simple_animal/hostile/megafauna/colossus = 1)
weighted_flora_spawn_list = list(/obj/structure/flora/rock/icy/style_random = 6, /obj/structure/flora/rock/pile/icy/style_random = 6, /obj/structure/flora/ash/chilly = 1)
@@ -1,9 +1,9 @@
/datum/map_generator/cave_generator/lavaland
open_turf_types = list(/turf/open/misc/asteroid/basalt/lava_land_surface = 1)
closed_turf_types = list(/turf/closed/mineral/random/volcanic = 1)
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)
mob_spawn_list = list(
weighted_mob_spawn_list = list(
/mob/living/simple_animal/hostile/asteroid/goliath/beast/random = 50,
/obj/structure/spawner/lavaland/goliath = 3,
/mob/living/simple_animal/hostile/asteroid/basilisk/watcher/random = 40,
@@ -16,9 +16,9 @@
/mob/living/simple_animal/hostile/asteroid/brimdemon = 20,
/mob/living/basic/bileworm = 20,
)
flora_spawn_list = list(/obj/structure/flora/ash/leaf_shroom = 2 , /obj/structure/flora/ash/cap_shroom = 2 , /obj/structure/flora/ash/stem_shroom = 2 , /obj/structure/flora/ash/cacti = 1, /obj/structure/flora/ash/tall_shroom = 2, /obj/structure/flora/ash/seraka = 2)
weighted_flora_spawn_list = list(/obj/structure/flora/ash/leaf_shroom = 2 , /obj/structure/flora/ash/cap_shroom = 2 , /obj/structure/flora/ash/stem_shroom = 2 , /obj/structure/flora/ash/cacti = 1, /obj/structure/flora/ash/tall_shroom = 2, /obj/structure/flora/ash/seraka = 2)
///Note that this spawn list is also in the icemoon generator
feature_spawn_list = list(/obj/structure/geyser/wittel = 6, /obj/structure/geyser/random = 2, /obj/structure/geyser/plasma_oxide = 10, /obj/structure/geyser/protozine = 10, /obj/structure/geyser/hollowwater = 10)
weighted_feature_spawn_list = list(/obj/structure/geyser/wittel = 6, /obj/structure/geyser/random = 2, /obj/structure/geyser/plasma_oxide = 10, /obj/structure/geyser/protozine = 10, /obj/structure/geyser/hollowwater = 10)
initial_closed_chance = 45
smoothing_iterations = 50
+1 -1
View File
@@ -33,7 +33,7 @@
var/perlin_zoom = 65
///Seeds the rust-g perlin noise with a random number.
/datum/map_generator/jungle_generator/generate_terrain(list/turfs)
/datum/map_generator/jungle_generator/generate_terrain(list/turfs, area/generate_in)
. = ..()
var/height_seed = rand(0, 50000)
var/humidity_seed = rand(0, 50000)
+1 -1
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@@ -2,5 +2,5 @@
/datum/map_generator
///This proc will be ran by areas on Initialize, and provides the areas turfs as argument to allow for generation.
/datum/map_generator/proc/generate_terrain(list/turfs)
/datum/map_generator/proc/generate_terrain(list/turfs, area/generate_in)
return
+2 -2
View File
@@ -210,14 +210,14 @@ GLOBAL_LIST_EMPTY(teleportlocs)
var/list/turfs = list()
for(var/turf/T in contents)
turfs += T
map_generator.generate_terrain(turfs)
map_generator.generate_terrain(turfs, src)
/area/proc/test_gen()
if(map_generator)
var/list/turfs = list()
for(var/turf/T in contents)
turfs += T
map_generator.generate_terrain(turfs)
map_generator.generate_terrain(turfs, src)
/**
+1 -1
View File
@@ -176,7 +176,7 @@
*/
/atom/New(loc, ...)
//atom creation method that preloads variables at creation
if(GLOB.use_preloader && (src.type == GLOB._preloader.target_path))//in case the instanciated atom is creating other atoms in New()
if(GLOB.use_preloader && src.type == GLOB._preloader_path)//in case the instanciated atom is creating other atoms in New()
world.preloader_load(src)
var/do_initialize = SSatoms.initialized
+39 -25
View File
@@ -8,6 +8,7 @@
var/list/river_nodes = list()
var/num_spawned = 0
var/list/possible_locs = block(locate(min_x, min_y, target_z), locate(max_x, max_y, target_z))
new_baseturfs = baseturfs_string_list(new_baseturfs, pick(possible_locs))
while(num_spawned < nodes && possible_locs.len)
var/turf/T = pick(possible_locs)
var/area/A = get_area(T)
@@ -23,8 +24,11 @@
if (W.z != target_z || W.connected)
continue
W.connected = TRUE
// Workaround around ChangeTurf that's safe because of when this proc is called
var/turf/cur_turf = get_turf(W)
cur_turf.ChangeTurf(turf_type, new_baseturfs, CHANGETURF_IGNORE_AIR)
cur_turf = new turf_type(cur_turf)
if(new_baseturfs)
cur_turf.baseturfs = new_baseturfs
var/turf/target_turf = get_turf(pick(river_nodes - W))
if(!target_turf)
break
@@ -53,7 +57,10 @@
cur_turf = get_step(cur_turf, cur_dir)
continue
else
var/turf/river_turf = cur_turf.ChangeTurf(turf_type, new_baseturfs, CHANGETURF_IGNORE_AIR)
// Workaround around ChangeTurf that's safe because of when this proc is called
var/turf/river_turf = new turf_type(cur_turf)
if(new_baseturfs)
river_turf.baseturfs = new_baseturfs
river_turf.Spread(25, 11, whitelist_area)
for(var/WP in river_nodes)
@@ -72,35 +79,42 @@
var/list/cardinal_turfs = list()
var/list/diagonal_turfs = list()
var/logged_turf_type
for(var/F in RANGE_TURFS(1, src) - src)
var/turf/T = F
var/area/new_area = get_area(T)
if(!T || (T.density && !ismineralturf(T)) || isindestructiblefloor(T) || (whitelisted_area && !istype(new_area, whitelisted_area)) || (T.turf_flags & NO_LAVA_GEN) )
for(var/turf/canidate as anything in RANGE_TURFS(1, src) - src)
if(!canidate || (canidate.density && !ismineralturf(canidate)) || isindestructiblefloor(canidate))
continue
if(!logged_turf_type && ismineralturf(T))
var/turf/closed/mineral/M = T
logged_turf_type = M.turf_type
var/area/new_area = get_area(canidate)
if((!istype(new_area, whitelisted_area) && whitelisted_area) || (canidate.turf_flags & NO_LAVA_GEN))
continue
if(get_dir(src, F) in GLOB.cardinals)
cardinal_turfs += F
if(!logged_turf_type && ismineralturf(canidate))
var/turf/closed/mineral/mineral_canidate = canidate
logged_turf_type = mineral_canidate.turf_type
if(get_dir(src, canidate) in GLOB.cardinals)
cardinal_turfs += canidate
else
diagonal_turfs += F
for(var/F in cardinal_turfs) //cardinal turfs are always changed but don't always spread
var/turf/T = F
if(!istype(T, logged_turf_type) && T.ChangeTurf(type, baseturfs, CHANGETURF_IGNORE_AIR) && prob(probability))
T.Spread(probability - prob_loss, prob_loss, whitelisted_area)
for(var/F in diagonal_turfs) //diagonal turfs only sometimes change, but will always spread if changed
var/turf/T = F
if(!istype(T, logged_turf_type) && prob(probability) && T.ChangeTurf(type, baseturfs, CHANGETURF_IGNORE_AIR))
T.Spread(probability - prob_loss, prob_loss, whitelisted_area)
else if(ismineralturf(T))
var/turf/closed/mineral/M = T
M.ChangeTurf(M.turf_type, M.baseturfs, CHANGETURF_IGNORE_AIR)
diagonal_turfs += canidate
for(var/turf/cardinal_canidate as anything in cardinal_turfs) //cardinal turfs are always changed but don't always spread
// NOTE: WE ARE SKIPPING CHANGETURF HERE
// The calls in this proc only serve to provide a satisfactory (if it's not ALREADY this) check. They do not actually call changeturf
// This is safe because this proc can only be run during mapload, and nothing has initialized by now so there's nothing to inherit or delete
if(!istype(cardinal_canidate, logged_turf_type) && cardinal_canidate.ChangeTurf(type, baseturfs, CHANGETURF_SKIP) && prob(probability))
if(baseturfs)
cardinal_canidate.baseturfs = baseturfs
cardinal_canidate.Spread(probability - prob_loss, prob_loss, whitelisted_area)
for(var/turf/diagonal_canidate as anything in diagonal_turfs) //diagonal turfs only sometimes change, but will always spread if changed
// Important NOTE: SEE ABOVE
if(!istype(diagonal_canidate, logged_turf_type) && prob(probability) && diagonal_canidate.ChangeTurf(type, baseturfs, CHANGETURF_SKIP))
if(baseturfs)
diagonal_canidate.baseturfs = baseturfs
diagonal_canidate.Spread(probability - prob_loss, prob_loss, whitelisted_area)
else if(ismineralturf(diagonal_canidate))
var/turf/closed/mineral/diagonal_mineral = diagonal_canidate
// SEE ABOVE, THIS IS ONLY VERY RARELY SAFE
new diagonal_mineral.turf_type(diagonal_mineral)
#undef RANDOM_UPPER_X
#undef RANDOM_UPPER_Y
+1 -1
View File
@@ -192,7 +192,7 @@ GLOBAL_LIST_INIT(typecache_holodeck_linked_floorcheck_ok, typecacheof(list(/turf
for(var/turf/possible_blacklist as anything in get_affected_turfs(placement))
if (possible_blacklist.holodeck_compatible)
continue
input_blacklist += possible_blacklist
input_blacklist[possible_blacklist] = TRUE
///loads the template whose id string it was given ("offline_program" loads datum/map_template/holodeck/offline)
/obj/machinery/computer/holodeck/proc/load_program(map_id, force = FALSE, add_delay = TRUE)
+1
View File
@@ -169,6 +169,7 @@
var/list/turf_blacklist = list()
update_blacklist(T, turf_blacklist)
UNSETEMPTY(turf_blacklist)
parsed.turf_blacklist = turf_blacklist
if(!parsed.load(T.x, T.y, T.z, cropMap=TRUE, no_changeturf=(SSatoms.initialized == INITIALIZATION_INSSATOMS), placeOnTop=should_place_on_top))
return
+7 -7
View File
@@ -1,6 +1,7 @@
// global datum that will preload variables on atoms instanciation
GLOBAL_VAR_INIT(use_preloader, FALSE)
GLOBAL_DATUM_INIT(_preloader, /datum/map_preloader, new)
GLOBAL_LIST_INIT(_preloader_attributes, null)
GLOBAL_LIST_INIT(_preloader_path, null)
/// Preloader datum
/datum/map_preloader
@@ -10,15 +11,14 @@ GLOBAL_DATUM_INIT(_preloader, /datum/map_preloader, new)
/world/proc/preloader_setup(list/the_attributes, path)
if(the_attributes.len)
GLOB.use_preloader = TRUE
var/datum/map_preloader/preloader_local = GLOB._preloader
preloader_local.attributes = the_attributes
preloader_local.target_path = path
GLOB._preloader_attributes = the_attributes
GLOB._preloader_path = path
/world/proc/preloader_load(atom/what)
GLOB.use_preloader = FALSE
var/datum/map_preloader/preloader_local = GLOB._preloader
for(var/attribute in preloader_local.attributes)
var/value = preloader_local.attributes[attribute]
var/list/attributes = GLOB._preloader_attributes
for(var/attribute in attributes)
var/value = attributes[attribute]
if(islist(value))
value = deep_copy_list(value)
#ifdef TESTING
+324 -192
View File
@@ -11,6 +11,7 @@
/datum/parsed_map
var/original_path
/// The length of a key in this file. This is promised by the standard to be static
var/key_len = 0
var/list/grid_models = list()
var/list/gridSets = list()
@@ -22,19 +23,21 @@
/// Offset bounds. Same as parsed_bounds until load().
var/list/bounds
///any turf in this list is skipped inside of build_coordinate
var/list/turf_blacklist = list()
///any turf in this list is skipped inside of build_coordinate. Lazy assoc list
var/list/turf_blacklist
// raw strings used to represent regexes more accurately
// '' used to avoid confusing syntax highlighting
var/static/regex/dmmRegex = new(@'"([a-zA-Z]+)" = \(((?:.|\n)*?)\)\n(?!\t)|\((\d+),(\d+),(\d+)\) = \{"([a-zA-Z\n]*)"\}', "g")
var/static/regex/trimQuotesRegex = new(@'^[\s\n]+"?|"?[\s\n]+$|^"|"$', "g")
var/static/regex/trimRegex = new(@'^[\s\n]+|[\s\n]+$', "g")
#ifdef TESTING
var/turfsSkipped = 0
#endif
//text trimming (both directions) helper macro
#define TRIM_TEXT(text) (trim_reduced(text))
/// Shortcut function to parse a map and apply it to the world.
///
/// - `dmm_file`: A .dmm file to load (Required).
@@ -52,6 +55,9 @@
/// Parse a map, possibly cropping it.
/datum/parsed_map/New(tfile, x_lower = -INFINITY, x_upper = INFINITY, y_lower = -INFINITY, y_upper=INFINITY, measureOnly=FALSE)
// This proc sleeps for like 6 seconds. why?
// Is it file accesses? if so, can those be done ahead of time, async to save on time here? I wonder.
// Love ya :)
if(isfile(tfile))
original_path = "[tfile]"
tfile = file2text(tfile)
@@ -59,16 +65,23 @@
// create a new datum without loading a map
return
bounds = parsed_bounds = list(1.#INF, 1.#INF, 1.#INF, -1.#INF, -1.#INF, -1.#INF)
var/stored_index = 1
src.bounds = parsed_bounds = list(1.#INF, 1.#INF, 1.#INF, -1.#INF, -1.#INF, -1.#INF)
// lists are structs don't you know :)
var/list/bounds = src.bounds
var/list/grid_models = src.grid_models
var/key_len = src.key_len
var/stored_index = 1
var/list/regexOutput
//multiz lool
while(dmmRegex.Find(tfile, stored_index))
stored_index = dmmRegex.next
// Datum var lookup is expensive, this isn't
regexOutput = dmmRegex.group
// "aa" = (/type{vars=blah})
if(dmmRegex.group[1]) // Model
var/key = dmmRegex.group[1]
if(regexOutput[1]) // Model
var/key = regexOutput[1]
if(grid_models[key]) // Duplicate model keys are ignored in DMMs
continue
if(key_len != length(key))
@@ -77,14 +90,14 @@
else
CRASH("Inconsistent key length in DMM")
if(!measureOnly)
grid_models[key] = dmmRegex.group[2]
grid_models[key] = regexOutput[2]
// (1,1,1) = {"aaaaaaaaaaaaaaaaaaaaaaaaaaaaaa"}
else if(dmmRegex.group[3]) // Coords
else if(regexOutput[3]) // Coords
if(!key_len)
CRASH("Coords before model definition in DMM")
var/curr_x = text2num(dmmRegex.group[3])
var/curr_x = text2num(regexOutput[3])
if(curr_x < x_lower || curr_x > x_upper)
continue
@@ -93,72 +106,96 @@
gridSet.xcrd = curr_x
//position of the currently processed square
gridSet.ycrd = text2num(dmmRegex.group[4])
gridSet.zcrd = text2num(dmmRegex.group[5])
gridSet.ycrd = text2num(regexOutput[4])
gridSet.zcrd = text2num(regexOutput[5])
bounds[MAP_MINX] = min(bounds[MAP_MINX], clamp(gridSet.xcrd, x_lower, x_upper))
bounds[MAP_MINX] = min(bounds[MAP_MINX], curr_x)
bounds[MAP_MINZ] = min(bounds[MAP_MINZ], gridSet.zcrd)
bounds[MAP_MAXZ] = max(bounds[MAP_MAXZ], gridSet.zcrd)
var/list/gridLines = splittext(dmmRegex.group[6], "\n")
var/list/gridLines = splittext(regexOutput[6], "\n")
gridSet.gridLines = gridLines
var/leadingBlanks = 0
while(leadingBlanks < gridLines.len && gridLines[++leadingBlanks] == "")
while(leadingBlanks < length(gridLines) && gridLines[++leadingBlanks] == "")
if(leadingBlanks > 1)
gridLines.Cut(1, leadingBlanks) // Remove all leading blank lines.
if(!gridLines.len) // Skip it if only blank lines exist.
if(!length(gridLines)) // Skip it if only blank lines exist.
continue
gridSets += gridSet
if(gridLines.len && gridLines[gridLines.len] == "")
gridLines.Cut(gridLines.len) // Remove only one blank line at the end.
if(gridLines[length(gridLines)] == "")
gridLines.Cut(length(gridLines)) // Remove only one blank line at the end.
bounds[MAP_MINY] = min(bounds[MAP_MINY], clamp(gridSet.ycrd, y_lower, y_upper))
gridSet.ycrd += gridLines.len - 1 // Start at the top and work down
bounds[MAP_MAXY] = max(bounds[MAP_MAXY], clamp(gridSet.ycrd, y_lower, y_upper))
bounds[MAP_MINY] = min(bounds[MAP_MINY], gridSet.ycrd)
gridSet.ycrd += length(gridLines) - 1 // Start at the top and work down
bounds[MAP_MAXY] = max(bounds[MAP_MAXY], gridSet.ycrd)
var/maxx = gridSet.xcrd
if(gridLines.len) //Not an empty map
maxx = max(maxx, gridSet.xcrd + length(gridLines[1]) / key_len - 1)
var/maxx = curr_x
if(length(gridLines)) //Not an empty map
maxx = max(maxx, curr_x + length(gridLines[1]) / key_len - 1)
bounds[MAP_MAXX] = clamp(max(bounds[MAP_MAXX], maxx), x_lower, x_upper)
bounds[MAP_MAXX] = max(bounds[MAP_MAXX], maxx)
CHECK_TICK
// Indicate failure to parse any coordinates by nulling bounds
if(bounds[1] == 1.#INF)
bounds = null
parsed_bounds = bounds
src.bounds = null
else
// Clamp all our mins and maxes down to the proscribed limits
bounds[MAP_MINX] = clamp(bounds[MAP_MINX], x_lower, x_upper)
bounds[MAP_MAXX] = clamp(bounds[MAP_MAXX], x_lower, x_upper)
bounds[MAP_MINY] = clamp(bounds[MAP_MINY], y_lower, y_upper)
bounds[MAP_MAXY] = clamp(bounds[MAP_MAXY], y_lower, y_upper)
parsed_bounds = src.bounds
src.key_len = key_len
/// Load the parsed map into the world. See [/proc/load_map] for arguments.
/datum/parsed_map/proc/load(x_offset, y_offset, z_offset, cropMap, no_changeturf, x_lower, x_upper, y_lower, y_upper, placeOnTop)
/datum/parsed_map/proc/load(x_offset, y_offset, z_offset, cropMap, no_changeturf, x_lower, x_upper, y_lower, y_upper, placeOnTop, whitelist = FALSE)
//How I wish for RAII
Master.StartLoadingMap()
. = _load_impl(x_offset, y_offset, z_offset, cropMap, no_changeturf, x_lower, x_upper, y_lower, y_upper, placeOnTop)
Master.StopLoadingMap()
#define MAPLOADING_CHECK_TICK \
if(TICK_CHECK) { \
SSatoms.map_loader_stop(); \
stoplag(); \
SSatoms.map_loader_begin(); \
}
// Do not call except via load() above.
/datum/parsed_map/proc/_load_impl(x_offset = 1, y_offset = 1, z_offset = world.maxz + 1, cropMap = FALSE, no_changeturf = FALSE, x_lower = -INFINITY, x_upper = INFINITY, y_lower = -INFINITY, y_upper = INFINITY, placeOnTop = FALSE)
PRIVATE_PROC(TRUE)
var/list/areaCache = list()
var/list/modelCache = build_cache(no_changeturf)
var/space_key = modelCache[SPACE_KEY]
var/list/bounds
var/key_len = src.key_len
src.bounds = bounds = list(1.#INF, 1.#INF, 1.#INF, -1.#INF, -1.#INF, -1.#INF)
// Tell ss atoms that we're doing maploading
// We'll have to account for this in the following tick_checks so it doesn't overflow
SSatoms.map_loader_begin()
//used for sending the maxx and maxy expanded global signals at the end of this proc
var/has_expanded_world_maxx = FALSE
var/has_expanded_world_maxy = FALSE
var/y_relative_to_absolute = y_offset - 1
var/x_relative_to_absolute = x_offset - 1
for(var/datum/grid_set/gset as anything in gridSets)
var/ycrd = gset.ycrd + y_offset - 1
var/relative_x = gset.xcrd
var/relative_y = gset.ycrd
var/true_xcrd = relative_x + x_relative_to_absolute
var/ycrd = relative_y + y_relative_to_absolute
var/zcrd = gset.zcrd + z_offset - 1
if(!cropMap && ycrd > world.maxy)
world.maxy = ycrd // Expand Y here. X is expanded in the loop below
has_expanded_world_maxy = TRUE
var/zexpansion = zcrd > world.maxz
var/no_afterchange = no_changeturf
if(zexpansion)
if(cropMap)
continue
@@ -167,50 +204,141 @@
world.incrementMaxZ()
if(!no_changeturf)
WARNING("Z-level expansion occurred without no_changeturf set, this may cause problems when /turf/AfterChange is called")
no_afterchange = TRUE
// Ok so like. something important
// We talk in "relative" coords here, so the coordinate system of the map datum
// This is so we can do offsets, but it is NOT the same as positions in game
// That's why there's some uses of - y_relative_to_absolute here, to turn absolute positions into relative ones
for(var/line in gset.gridLines)
if((ycrd - y_offset + 1) < y_lower || (ycrd - y_offset + 1) > y_upper) //Reverse operation and check if it is out of bounds of cropping.
--ycrd
// Skip Y coords that are above the smallest of the three params
// So maxy and y_upper get to act as thresholds, and relative_y can play
var/y_skip_above = min(world.maxy - y_relative_to_absolute, y_upper, relative_y)
// How many lines to skip because they'd be above the y cuttoff line
var/y_starting_skip = relative_y - y_skip_above
ycrd += y_starting_skip
// Y is the LOWEST it will ever be here, so we can easily set a threshold for how low to go
var/line_count = length(gset.gridLines)
var/lowest_y = relative_y - (line_count - 1) // -1 because we decrement at the end of the loop, not the start
var/y_ending_skip = max(max(y_lower, 1 - y_relative_to_absolute) - lowest_y, 0)
// Now we're gonna precompute the x thresholds
// We skip all the entries below the lower x, or 1
var/starting_x_delta = max(max(x_lower, 1 - x_relative_to_absolute) - relative_x, 0)
// The x loop counts by key length, so we gotta multiply here
var/x_starting_skip = starting_x_delta * key_len
true_xcrd += starting_x_delta
var/line_length = 0
if(line_count)
// This is promised as static, so we will treat it as such
line_length = length(gset.gridLines[1])
// We're gonna skip all the entries above the upper x, or maxx if cropMap is set
var/x_target = line_length - key_len + 1
var/x_step_count = ROUND_UP(x_target / key_len)
var/final_x = relative_x + (x_step_count - 1)
var/x_delta_with = x_upper
if(cropMap)
// Take our smaller crop threshold yes?
x_delta_with = min(x_delta_with, world.maxx)
if(final_x > x_delta_with)
// If our relative x is greater then X upper, well then we've gotta limit our expansion
var/delta = max(final_x - x_delta_with, 0)
x_step_count -= delta
final_x -= delta
x_target = x_step_count * key_len
if(final_x > world.maxx && !cropMap)
world.maxx = final_x
has_expanded_world_maxx = TRUE
// We're gonna track the first and last pairs of coords we find
// The first x is guarenteed to be the lowest, the first y the highest, and vis versa
// This is faster then doing mins and maxes inside the hot loop below
var/first_found = FALSE
var/first_x = 0
var/first_y = 0
var/last_x = 0
var/last_y = 0
// Everything following this line is VERY hot. How hot depends on the map format
// (Yes this does mean dmm is technically faster to parse. shut up)
// This is the "is this map tgm" check
if(key_len == line_length)
// Wanna clear something up about maps, talking in 255x255 here
// In the tgm format, each gridset contains 255 lines, each line representing one tile, with 255 total gridsets
// In the dmm format, each gridset contains 255 lines, each line representing one row of tiles, containing 255 * line length characters, with one gridset per z
// since this is the tgm branch any cutoff of x means we just shouldn't iterate this gridset
if(!x_step_count || x_starting_skip)
continue
if(ycrd <= world.maxy && ycrd >= 1)
var/xcrd = gset.xcrd + x_offset - 1
for(var/tpos = 1 to length(line) - key_len + 1 step key_len)
if((xcrd - x_offset + 1) < x_lower || (xcrd - x_offset + 1) > x_upper) //Same as above.
++xcrd
continue //X cropping.
if(xcrd > world.maxx)
if(cropMap)
break
else
world.maxx = xcrd
has_expanded_world_maxx = TRUE
for(var/i in 1 + y_starting_skip to line_count - y_ending_skip)
var/line = gset.gridLines[i]
if(line == space_key && no_afterchange)
#ifdef TESTING
++turfsSkipped
#endif
ycrd--
MAPLOADING_CHECK_TICK
continue
if(xcrd >= 1)
var/model_key = copytext(line, tpos, tpos + key_len)
var/no_afterchange = no_changeturf || zexpansion
if(!no_afterchange || (model_key != space_key))
var/list/cache = modelCache[model_key]
if(!cache)
CRASH("Undefined model key in DMM: [model_key]")
build_coordinate(areaCache, cache, locate(xcrd, ycrd, zcrd), no_afterchange, placeOnTop)
var/list/cache = modelCache[line]
if(!cache)
SSatoms.map_loader_stop()
CRASH("Undefined model key in DMM: [line]")
build_coordinate(cache, locate(true_xcrd, ycrd, zcrd), no_afterchange, placeOnTop)
// only bother with bounds that actually exist
bounds[MAP_MINX] = min(bounds[MAP_MINX], xcrd)
bounds[MAP_MINY] = min(bounds[MAP_MINY], ycrd)
bounds[MAP_MINZ] = min(bounds[MAP_MINZ], zcrd)
bounds[MAP_MAXX] = max(bounds[MAP_MAXX], xcrd)
bounds[MAP_MAXY] = max(bounds[MAP_MAXY], ycrd)
bounds[MAP_MAXZ] = max(bounds[MAP_MAXZ], zcrd)
// only bother with bounds that actually exist
if(!first_found)
first_found = TRUE
first_y = ycrd
last_y = ycrd
ycrd--
MAPLOADING_CHECK_TICK
// The x coord never changes, so this is safe
if(first_found)
first_x = true_xcrd
last_x = true_xcrd
else
// This is the dmm parser, note the double loop
for(var/i in 1 + y_starting_skip to line_count - y_ending_skip)
var/line = gset.gridLines[i]
var/xcrd = true_xcrd
for(var/tpos in 1 + x_starting_skip to x_target step key_len)
var/model_key = copytext(line, tpos, tpos + key_len)
if(model_key == space_key && no_afterchange)
#ifdef TESTING
else
++turfsSkipped
++turfsSkipped
#endif
CHECK_TICK
MAPLOADING_CHECK_TICK
++xcrd
continue
var/list/cache = modelCache[model_key]
if(!cache)
SSatoms.map_loader_stop()
CRASH("Undefined model key in DMM: [model_key]")
build_coordinate(cache, locate(xcrd, ycrd, zcrd), no_afterchange, placeOnTop)
// only bother with bounds that actually exist
if(!first_found)
first_found = TRUE
first_x = xcrd
first_y = ycrd
last_x = xcrd
last_y = ycrd
MAPLOADING_CHECK_TICK
++xcrd
--ycrd
CHECK_TICK
ycrd--
MAPLOADING_CHECK_TICK
bounds[MAP_MINX] = min(bounds[MAP_MINX], first_x)
bounds[MAP_MINY] = min(bounds[MAP_MINY], last_y)
bounds[MAP_MINZ] = min(bounds[MAP_MINZ], zcrd)
bounds[MAP_MAXX] = max(bounds[MAP_MAXX], last_x)
bounds[MAP_MAXY] = max(bounds[MAP_MAXY], first_y)
bounds[MAP_MAXZ] = max(bounds[MAP_MAXZ], zcrd)
// And we are done lads, call it off
SSatoms.map_loader_stop()
if(!no_changeturf)
for(var/turf/T as anything in block(locate(bounds[MAP_MINX], bounds[MAP_MINY], bounds[MAP_MINZ]), locate(bounds[MAP_MAXX], bounds[MAP_MAXY], bounds[MAP_MAXZ])))
//we do this after we load everything in. if we don't; we'll have weird atmos bugs regarding atmos adjacent turfs
@@ -226,185 +354,167 @@
return TRUE
GLOBAL_LIST_EMPTY(map_model_default)
/datum/parsed_map/proc/build_cache(no_changeturf, bad_paths=null)
if(modelCache && !bad_paths)
return modelCache
. = modelCache = list()
var/list/grid_models = src.grid_models
var/set_space = FALSE
// Use where a list is needed, but where it will not be modified
// Used here to remove the cost of needing to make a new list for each fields entry when it's set manually later
var/static/list/default_list = GLOB.map_model_default
for(var/model_key in grid_models)
var/model = grid_models[model_key]
var/list/members = list() //will contain all members (paths) in model (in our example : /turf/unsimulated/wall and /area/mine/explored)
var/list/members_attributes = list() //will contain lists filled with corresponding variables, if any (in our example : list(icon_state = "rock") and list())
// This is safe because dmm strings will never actually newline
// So we can parse things just fine
var/list/entries = splittext(model, ",\n")
//will contain all members (paths) in model (in our example : /turf/unsimulated/wall and /area/mine/explored)
var/list/members = new /list(length(entries))
//will contain lists filled with corresponding variables, if any (in our example : list(icon_state = "rock") and list())
//member attributes are rarish, so we could lazyinit this
var/list/members_attributes = new /list(length(entries))
/////////////////////////////////////////////////////////
//Constructing members and corresponding variables lists
////////////////////////////////////////////////////////
var/index = 1
var/old_position = 1
var/dpos
for(var/member_string in entries)
var/variables_start = 0
//findtext is a bit expensive, lets only do this if the last char of our string is a } (IE: we know we have vars)
//this saves about 25 miliseconds on my machine. Not a major optimization
if(member_string[length(member_string)] == "}")
variables_start = findtext(member_string, "{")
while(dpos != 0)
//finding next member (e.g /turf/unsimulated/wall{icon_state = "rock"} or /area/mine/explored)
dpos = find_next_delimiter_position(model, old_position, ",", "{", "}") //find next delimiter (comma here) that's not within {...}
var/full_def = trim_text(copytext(model, old_position, dpos)) //full definition, e.g : /obj/foo/bar{variables=derp}
var/variables_start = findtext(full_def, "{")
var/path_text = trim_text(copytext(full_def, 1, variables_start))
var/path_text = TRIM_TEXT(copytext(member_string, 1, variables_start))
var/atom_def = text2path(path_text) //path definition, e.g /obj/foo/bar
if(dpos)
old_position = dpos + length(model[dpos])
if(!ispath(atom_def, /atom)) // Skip the item if the path does not exist. Fix your crap, mappers!
if(bad_paths)
LAZYOR(bad_paths[path_text], model_key)
continue
members.Add(atom_def)
members[index] = atom_def
//transform the variables in text format into a list (e.g {var1="derp"; var2; var3=7} => list(var1="derp", var2, var3=7))
var/list/fields = list()
var/list/fields = default_list
if(variables_start)//if there's any variable
full_def = copytext(full_def, variables_start + length(full_def[variables_start]), -length(copytext_char(full_def, -1))) //removing the last '}'
fields = readlist(full_def, ";")
if(fields.len)
if(!trim(fields[fields.len]))
--fields.len
for(var/I in fields)
var/value = fields[I]
if(istext(value))
fields[I] = apply_text_macros(value)
member_string = copytext(member_string, variables_start + length(member_string[variables_start]), -length(copytext_char(member_string, -1))) //removing the last '}'
fields = readlist(member_string, ";")
for(var/I in fields)
var/value = fields[I]
if(istext(value))
fields[I] = apply_text_macros(value)
//then fill the members_attributes list with the corresponding variables
members_attributes.len++
members_attributes[index++] = fields
CHECK_TICK
//check and see if we can just skip this turf
//So you don't have to understand this horrid statement, we can do this if
// 1. no_changeturf is set
// 2. the space_key isn't set yet
// 1. the space_key isn't set yet
// 2. no_changeturf is set
// 3. there are exactly 2 members
// 4. with no attributes
// 5. and the members are world.turf and world.area
// Basically, if we find an entry like this: "XXX" = (/turf/default, /area/default)
// We can skip calling this proc every time we see XXX
if(no_changeturf \
&& !(.[SPACE_KEY]) \
if(!set_space \
&& no_changeturf \
&& members.len == 2 \
&& members_attributes.len == 2 \
&& length(members_attributes[1]) == 0 \
&& length(members_attributes[2]) == 0 \
&& (world.area in members) \
&& (world.turf in members))
set_space = TRUE
.[SPACE_KEY] = model_key
continue
.[model_key] = list(members, members_attributes)
/datum/parsed_map/proc/build_coordinate(list/areaCache, list/model, turf/crds, no_changeturf as num, placeOnTop as num)
/datum/parsed_map/proc/build_coordinate(list/model, turf/crds, no_changeturf as num, placeOnTop as num)
// If we don't have a turf, nothing we will do next will actually acomplish anything, so just go back
// Note, this would actually drop area vvs in the tile, but like, why tho
if(!crds)
return
var/index
var/list/members = model[1]
var/list/members_attributes = model[2]
// We use static lists here because it's cheaper then passing them around
var/static/list/default_list = GLOB.map_model_default
var/static/list/area_cache = GLOB.areas_by_type
////////////////
//Instanciation
////////////////
for (var/turf_in_blacklist in turf_blacklist)
if (crds == turf_in_blacklist) //if the given turf is blacklisted, dont do anything with it
return
if(turf_blacklist?[crds])
return
//The next part of the code assumes there's ALWAYS an /area AND a /turf on a given tile
//first instance the /area and remove it from the members list
index = members.len
var/atom/instance
if(members[index] != /area/template_noop)
var/atype = members[index]
world.preloader_setup(members_attributes[index], atype)//preloader for assigning set variables on atom creation
var/atom/instance = areaCache[atype]
if(members_attributes[index] != default_list)
world.preloader_setup(members_attributes[index], members[index])//preloader for assigning set variables on atom creation
instance = area_cache[members[index]]
if (!instance)
instance = GLOB.areas_by_type[atype]
if (!instance)
instance = new atype(null)
areaCache[atype] = instance
if(crds)
instance.contents.Add(crds)
// Done here because it's cheaper then doing it in the outside check
var/area_type = members[index]
instance = new area_type(null)
if(!instance)
CRASH("[area_type] failed to be new'd, what'd you do?")
area_cache[area_type] = instance
if(GLOB.use_preloader && instance)
instance.contents.Add(crds)
if(GLOB.use_preloader)
world.preloader_load(instance)
//then instance the /turf and, if multiple tiles are presents, simulates the DMM underlays piling effect
// Index right before /area is /turf
index--
//then instance the /turf
//NOTE: this used to place any turfs before the last "underneath" it using .appearance and underlays
//We don't actually use this, and all it did was cost cpu, so we don't do this anymore
if(members[index] != /turf/template_noop)
if(members_attributes[index] != default_list)
world.preloader_setup(members_attributes[index], members[index])
var/first_turf_index = 1
while(!ispath(members[first_turf_index], /turf)) //find first /turf object in members
first_turf_index++
// Note: we make the assertion that the last path WILL be a turf. if it isn't, this will fail.
if(placeOnTop)
instance = crds.PlaceOnTop(null, members[index], CHANGETURF_DEFER_CHANGE | (no_changeturf ? CHANGETURF_SKIP : NONE))
else if(no_changeturf)
instance = create_atom(members[index], crds)//first preloader pass
else
instance = crds.ChangeTurf(members[index], null, CHANGETURF_DEFER_CHANGE)
//turn off base new Initialization until the whole thing is loaded
SSatoms.map_loader_begin()
//instanciate the first /turf
var/turf/T
if(members[first_turf_index] != /turf/template_noop)
T = instance_atom(members[first_turf_index],members_attributes[first_turf_index],crds,no_changeturf,placeOnTop)
if(T)
//if others /turf are presents, simulates the underlays piling effect
index = first_turf_index + 1
while(index <= members.len - 1) // Last item is an /area
var/underlay = T.appearance
T = instance_atom(members[index],members_attributes[index],crds,no_changeturf,placeOnTop)//instance new turf
T.underlays += underlay
index++
if(GLOB.use_preloader && instance)//second preloader pass, for those atoms that don't ..() in New()
world.preloader_load(instance)
MAPLOADING_CHECK_TICK
//finally instance all remainings objects/mobs
for(index in 1 to first_turf_index-1)
instance_atom(members[index],members_attributes[index],crds,no_changeturf,placeOnTop)
//Restore initialization to the previous value
SSatoms.map_loader_stop()
for(var/atom_index in 1 to index-1)
if(members_attributes[atom_index] != default_list)
world.preloader_setup(members_attributes[atom_index], members[atom_index])
// We make the assertion that only /atom s will be in this portion of the code. if that isn't true, this will fail
instance = create_atom(members[atom_index], crds)//first preloader pass
if(GLOB.use_preloader && instance)//second preloader pass, for those atoms that don't ..() in New()
world.preloader_load(instance)
MAPLOADING_CHECK_TICK
////////////////
//Helpers procs
////////////////
//Instance an atom at (x,y,z) and gives it the variables in attributes
/datum/parsed_map/proc/instance_atom(path,list/attributes, turf/crds, no_changeturf, placeOnTop)
world.preloader_setup(attributes, path)
if(crds)
if(ispath(path, /turf))
if(placeOnTop)
. = crds.PlaceOnTop(null, path, CHANGETURF_DEFER_CHANGE | (no_changeturf ? CHANGETURF_SKIP : NONE))
else if(!no_changeturf)
. = crds.ChangeTurf(path, null, CHANGETURF_DEFER_CHANGE)
else
. = create_atom(path, crds)//first preloader pass
else
. = create_atom(path, crds)//first preloader pass
if(GLOB.use_preloader && .)//second preloader pass, for those atoms that don't ..() in New()
world.preloader_load(.)
//custom CHECK_TICK here because we don't want things created while we're sleeping to not initialize
if(TICK_CHECK)
SSatoms.map_loader_stop()
stoplag()
SSatoms.map_loader_begin()
/datum/parsed_map/proc/create_atom(path, crds)
set waitfor = FALSE
. = new path (crds)
//text trimming (both directions) helper proc
//optionally removes quotes before and after the text (for variable name)
/datum/parsed_map/proc/trim_text(what as text,trim_quotes=0)
if(trim_quotes)
return trimQuotesRegex.Replace(what, "")
else
return trimRegex.Replace(what, "")
//find the position of the next delimiter,skipping whatever is comprised between opening_escape and closing_escape
//returns 0 if reached the last delimiter
/datum/parsed_map/proc/find_next_delimiter_position(text as text,initial_position as num, delimiter=",",opening_escape="\"",closing_escape="\"")
@@ -419,7 +529,6 @@
return next_delimiter
//build a list from variables in text form (e.g {var1="derp"; var2; var3=7} => list(var1="derp", var2, var3=7))
//return the filled list
/datum/parsed_map/proc/readlist(text as text, delimiter=",")
@@ -427,30 +536,49 @@
if (!text)
return
var/position
var/old_position = 1
// If we're using a semi colon, we can do this as splittext rather then constant calls to find_next_delimiter_position
// This does make the code a bit harder to read, but saves a good bit of time so suck it up
var/using_semicolon = delimiter == ";"
if(using_semicolon)
var/list/line_entries = splittext(text, ";\n")
for(var/entry in line_entries)
// check if this is a simple variable (as in list(var1, var2)) or an associative one (as in list(var1="foo",var2=7))
var/equal_position = findtext(entry,"=")
// This could in theory happen if someone inserts an improper newline
// Let's be nice and kill it here rather then later, it'll save like 0.02 seconds if we don't need to run trims in build_cache
if(!equal_position)
continue
var/trim_left = TRIM_TEXT(copytext(entry,1,equal_position))
while(position != 0)
// find next delimiter that is not within "..."
position = find_next_delimiter_position(text,old_position,delimiter)
// check if this is a simple variable (as in list(var1, var2)) or an associative one (as in list(var1="foo",var2=7))
var/equal_position = findtext(text,"=",old_position, position)
var/trim_left = trim_text(copytext(text,old_position,(equal_position ? equal_position : position)))
var/left_constant = delimiter == ";" ? trim_left : parse_constant(trim_left)
if(position)
old_position = position + length(text[position])
if(equal_position && !isnum(left_constant))
// Associative var, so do the association.
// Note that numbers cannot be keys - the RHS is dropped if so.
var/trim_right = trim_text(copytext(text, equal_position + length(text[equal_position]), position))
var/trim_right = TRIM_TEXT(copytext(entry, equal_position + length(entry[equal_position])))
var/right_constant = parse_constant(trim_right)
.[left_constant] = right_constant
.[trim_left] = right_constant
else
var/position
var/old_position = 1
while(position != 0)
// find next delimiter that is not within "..."
position = find_next_delimiter_position(text,old_position,delimiter)
else // simple var
. += list(left_constant)
// check if this is a simple variable (as in list(var1, var2)) or an associative one (as in list(var1="foo",var2=7))
var/equal_position = findtext(text,"=",old_position, position)
var/trim_left = TRIM_TEXT(copytext(text,old_position,(equal_position ? equal_position : position)))
var/left_constant = parse_constant(trim_left)
if(position)
old_position = position + length(text[position])
if(!left_constant) // damn newlines man. Exists to provide behavior consistency with the above loop. not a major cost becuase this path is cold
continue
if(equal_position && !isnum(left_constant))
// Associative var, so do the association.
// Note that numbers cannot be keys - the RHS is dropped if so.
var/trim_right = TRIM_TEXT(copytext(text, equal_position + length(text[equal_position]), position))
var/right_constant = parse_constant(trim_right)
.[left_constant] = right_constant
else // simple var
. += list(left_constant)
/datum/parsed_map/proc/parse_constant(text)
// number
@@ -460,7 +588,10 @@
// string
if(text[1] == "\"")
return copytext(text, length(text[1]) + 1, findtext(text, "\"", length(text[1]) + 1))
// insert implied locate \" and length("\"") here
// It's a minimal timesave but it is a timesave
// Safe becuase we're guarenteed trimmed constants
return copytext(text, 2, -1)
// list
if(copytext(text, 1, 6) == "list(")//6 == length("list(") + 1
@@ -488,7 +619,8 @@
/datum/parsed_map/Destroy()
..()
turf_blacklist.Cut()
if(turf_blacklist)
turf_blacklist.Cut()
parsed_bounds.Cut()
bounds.Cut()
grid_models.Cut()
+27 -20
View File
@@ -1,4 +1,4 @@
/datum/map_template/ruin/proc/try_to_place(z,allowed_areas,turf/forced_turf)
/datum/map_template/ruin/proc/try_to_place(z, list/allowed_areas_typecache, turf/forced_turf, clear_below)
var/sanity = forced_turf ? 1 : PLACEMENT_TRIES
if(SSmapping.level_trait(z,ZTRAIT_ISOLATED_RUINS))
return place_on_isolated_level(z)
@@ -8,17 +8,21 @@
var/height_border = TRANSITIONEDGE + SPACERUIN_MAP_EDGE_PAD + round(height / 2)
var/turf/central_turf = forced_turf ? forced_turf : locate(rand(width_border, world.maxx - width_border), rand(height_border, world.maxy - height_border), z)
var/valid = TRUE
var/list/affected_turfs = get_affected_turfs(central_turf,1)
var/list/affected_areas = list()
for(var/turf/check in get_affected_turfs(central_turf,1))
var/area/new_area = get_area(check)
valid = FALSE // set to false before we check
for(var/turf/check in affected_turfs)
// Use assoc lists to move this out, it's easier that way
if(check.turf_flags & NO_RUINS)
valid = FALSE // set to false before we check
break
for(var/type in allowed_areas)
if(istype(new_area, type)) // it's at least one of our types so it's whitelisted
valid = TRUE
break
if(!valid)
var/area/new_area = get_area(check)
affected_areas[new_area] = TRUE
// This is faster yes. Only BARELY but it is faster
for(var/area/affct_area as anything in affected_areas)
if(!allowed_areas_typecache[affct_area.type])
valid = FALSE
break
if(!valid)
@@ -26,19 +30,21 @@
testing("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/obj/structure/spawner/nest in T)
qdel(nest)
for(var/mob/living/simple_animal/monster in T)
qdel(monster)
for(var/obj/structure/flora/plant in T)
qdel(plant)
if(clear_below)
var/list/static/clear_below_typecache = typecacheof(list(
/obj/structure/spawner,
/mob/living/simple_animal,
/obj/structure/flora
))
for(var/turf/T as anything in affected_turfs)
for(var/atom/thing as anything in T)
if(clear_below_typecache[thing.type])
qdel(thing)
load(central_turf,centered = TRUE)
loaded++
for(var/turf/T in get_affected_turfs(central_turf, 1))
for(var/turf/T in affected_turfs)
T.turf_flags |= NO_RUINS
new /obj/effect/landmark/ruin(central_turf, src)
@@ -58,10 +64,11 @@
return center
/proc/seedRuins(list/z_levels = null, budget = 0, whitelist = list(/area/space), list/potentialRuins)
/proc/seedRuins(list/z_levels = null, budget = 0, whitelist = list(/area/space), list/potentialRuins, clear_below = FALSE)
if(!z_levels || !z_levels.len)
WARNING("No Z levels provided - Not generating ruins")
return
var/list/whitelist_typecache = typecacheof(whitelist)
for(var/zl in z_levels)
var/turf/T = locate(1, 1, zl)
@@ -123,7 +130,7 @@
else
break outer
placed_turf = current_pick.try_to_place(target_z,whitelist,forced_turf)
placed_turf = current_pick.try_to_place(target_z,whitelist_typecache,forced_turf,clear_below)
if(!placed_turf)
continue
else
@@ -22,122 +22,140 @@
neigbours[TEXT_WEST] = P.spl
P.spl.neigbours[TEXT_EAST] = src
#define CHORDS_TO_1D(x, y, grid_diameter) ((x) + ((y) - 1) * (grid_diameter))
/datum/space_transition_point //this is explicitly utilitarian datum type made specially for the space map generation and are absolutely unusable for anything else
var/list/neigbours = list()
var/x
var/y
var/datum/space_level/spl
/datum/space_transition_point/New(nx, ny, list/point_grid)
if(!point_grid)
/datum/space_transition_point/New(nx, ny, list/grid)
if(!grid)
qdel(src)
return
var/list/L = point_grid[1]
if(nx > point_grid.len || ny > L.len)
var/grid_diameter = sqrt(length(grid))
if(nx > grid_diameter || ny > grid_diameter)
stack_trace("Attempted to set a position outside the size of [grid_diameter]")
qdel(src)
return
x = nx
y = ny
if(point_grid[x][y])
var/position = CHORDS_TO_1D(x, y, grid_diameter)
if(grid[position])
return
point_grid[x][y] = src
grid[position] = src
/datum/space_transition_point/proc/set_neigbours(list/grid)
var/max_X = grid.len
var/list/max_Y = grid[1]
max_Y = max_Y.len
/datum/space_transition_point/proc/set_neigbours(list/grid, size)
neigbours.Cut()
if(x+1 <= max_X)
neigbours |= grid[x+1][y]
if(x+1 <= size)
neigbours |= grid[CHORDS_TO_1D(x+1, y, size)]
if(x-1 >= 1)
neigbours |= grid[x-1][y]
if(y+1 <= max_Y)
neigbours |= grid[x][y+1]
neigbours |= grid[CHORDS_TO_1D(x-1, y, size)]
if(y+1 <= size)
neigbours |= grid[CHORDS_TO_1D(x, y + 1, size)]
if(y-1 >= 1)
neigbours |= grid[x][y-1]
neigbours |= grid[CHORDS_TO_1D(x, y - 1, size)]
/datum/controller/subsystem/mapping/proc/setup_map_transitions() //listamania
var/list/SLS = list()
var/list/transition_levels = list()
var/list/cached_z_list = z_list
var/conf_set_len = 0
for(var/A in cached_z_list)
var/datum/space_level/D = A
if (D.linkage == CROSSLINKED)
SLS.Add(D)
conf_set_len++
var/list/point_grid[conf_set_len*2+1][conf_set_len*2+1]
var/list/grid = list()
var/datum/space_transition_point/P
for(var/x in 1 to conf_set_len*2+1)
for(var/y in 1 to conf_set_len*2+1)
P = new/datum/space_transition_point(x, y, point_grid)
point_grid[x][y] = P
grid.Add(P)
for(var/datum/space_transition_point/pnt in grid)
pnt.set_neigbours(point_grid)
P = point_grid[conf_set_len+1][conf_set_len+1]
for(var/datum/space_level/level as anything in cached_z_list)
if (level.linkage == CROSSLINKED)
transition_levels.Add(level)
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()
grid.Cut()
while(SLS.len)
var/datum/space_level/D = pick_n_take(SLS)
D.xi = P.x
D.yi = P.y
P.spl = D
possible_points |= P.neigbours
used_points |= P
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)
D.set_neigbours(used_points)
P = pick(possible_points)
level.set_neigbours(used_points)
point = pick(possible_points)
CHECK_TICK
// 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
// If they don't, we'll make them wrap all the way around to the other side of the grid
for(var/direction in GLOB.cardinals)
var/dir = "[direction]"
var/inverse = "[turn(direction, 180)]"
for(var/datum/space_level/level as anything in transition_levels)
// If we have something in this dir that isn't just us, continue on
if(level.neigbours[dir] && level.neigbours[dir] != level)
continue
var/datum/space_level/head = level
while(head.neigbours[inverse] && head.neigbours[inverse] != head)
head = head.neigbours[inverse]
// Alllright we've landed on someone who we can wrap around onto safely, let's make that connection yeah?
head.neigbours[inverse] = level
level.neigbours[dir] = head
//Lists below are pre-calculated values arranged in the list in such a way to be easily accessable in the loop by the counter
//Its either this or madness with lotsa math
var/list/x_pos_beginning = list(1, 1, world.maxx - TRANSITIONEDGE, 1) //x values of the lowest-leftest turfs of the respective 4 blocks on each side of zlevel
var/list/y_pos_beginning = list(world.maxy - TRANSITIONEDGE, 1, 1 + TRANSITIONEDGE, 1 + TRANSITIONEDGE) //y values respectively
var/inner_max_x = world.maxx - TRANSITIONEDGE
var/inner_max_y = world.maxy - TRANSITIONEDGE
var/list/x_pos_beginning = list(1, 1, inner_max_x, 1) //x values of the lowest-leftest turfs of the respective 4 blocks on each side of zlevel
var/list/y_pos_beginning = list(inner_max_y, 1, 1 + TRANSITIONEDGE, 1 + TRANSITIONEDGE) //y values respectively
var/list/x_pos_ending = list(world.maxx, world.maxx, world.maxx, 1 + TRANSITIONEDGE) //x values of the highest-rightest turfs of the respective 4 blocks on each side of zlevel
var/list/y_pos_ending = list(world.maxy, 1 + TRANSITIONEDGE, world.maxy - TRANSITIONEDGE, world.maxy - TRANSITIONEDGE) //y values respectively
var/list/x_pos_transition = list(1, 1, TRANSITIONEDGE + 2, world.maxx - TRANSITIONEDGE - 1) //values of x for the transition from respective blocks on the side of zlevel, 1 is being translated into turfs respective x value later in the code
var/list/y_pos_transition = list(TRANSITIONEDGE + 2, world.maxy - TRANSITIONEDGE - 1, 1, 1) //values of y for the transition from respective blocks on the side of zlevel, 1 is being translated into turfs respective y value later in the code
var/list/y_pos_ending = list(world.maxy, 1 + TRANSITIONEDGE, inner_max_y, inner_max_y) //y values respectively
var/list/x_pos_transition = list(1, 1, TRANSITIONEDGE + 2, inner_max_x - 1) //values of x for the transition from respective blocks on the side of zlevel, 1 is being translated into turfs respective x value later in the code
var/list/y_pos_transition = list(TRANSITIONEDGE + 2, inner_max_y - 1, 1, 1) //values of y for the transition from respective blocks on the side of zlevel, 1 is being translated into turfs respective y value later in the code
for(var/I in cached_z_list)
var/datum/space_level/D = I
if(!D.neigbours.len)
for(var/datum/space_level/level as anything in cached_z_list)
if(!level.neigbours.len)
continue
var/zlevelnumber = D.z_value
var/zlevelnumber = level.z_value
for(var/side in 1 to 4)
var/turf/beginning = locate(x_pos_beginning[side], y_pos_beginning[side], zlevelnumber)
var/turf/ending = locate(x_pos_ending[side], y_pos_ending[side], zlevelnumber)
var/list/turfblock = block(beginning, ending)
var/dirside = 2**(side-1)
var/zdestination = zlevelnumber
if(D.neigbours["[dirside]"] && D.neigbours["[dirside]"] != D)
D = D.neigbours["[dirside]"]
zdestination = D.z_value
else
dirside = turn(dirside, 180)
while(D.neigbours["[dirside]"] && D.neigbours["[dirside]"] != D)
D = D.neigbours["[dirside]"]
zdestination = D.z_value
D = I
var/x_target = x_pos_transition[side] == 1 ? 0 : x_pos_transition[side]
var/y_target = y_pos_transition[side] == 1 ? 0 : y_pos_transition[side]
var/datum/space_level/neighbor = level.neigbours["[dirside]"]
var/zdestination = neighbor.z_value
for(var/turf/open/space/S in turfblock)
S.destination_x = x_pos_transition[side] == 1 ? S.x : x_pos_transition[side]
S.destination_y = y_pos_transition[side] == 1 ? S.y : y_pos_transition[side]
S.destination_x = x_target || S.x
S.destination_y = y_target || S.y
S.destination_z = zdestination
// Mirage border code
var/mirage_dir
if(S.x == 1 + TRANSITIONEDGE)
mirage_dir |= WEST
else if(S.x == world.maxx - TRANSITIONEDGE)
else if(S.x == inner_max_x)
mirage_dir |= EAST
if(S.y == 1 + TRANSITIONEDGE)
mirage_dir |= SOUTH
else if(S.y == world.maxy - TRANSITIONEDGE)
else if(S.y == inner_max_y)
mirage_dir |= NORTH
if(!mirage_dir)
continue
var/turf/place = locate(S.destination_x, S.destination_y, S.destination_z)
var/turf/place = locate(S.destination_x, S.destination_y, zdestination)
S.AddComponent(/datum/component/mirage_border, place, mirage_dir)
#undef CHORDS_TO_1D