//This is a simple 3 by 3 grid working off the corpse of the space torus. The donut is dead, cube has been avenged! #define Z_LEVEL_NORTH "1" #define Z_LEVEL_SOUTH "2" #define Z_LEVEL_EAST "4" #define Z_LEVEL_WEST "8" GLOBAL_LIST_EMPTY(z_levels_list) /datum/space_level var/name = "Your config settings failed, you need to fix this for the datum space levels to work" var/list/neigbours = list() var/z_value = 1 //actual z placement var/linked = SELFLOOPING var/xi var/yi //imaginary placements on the grid /datum/space_level/New(transition_type) linked = transition_type if(linked == SELFLOOPING) neigbours = list() var/list/L = list(Z_LEVEL_NORTH,Z_LEVEL_SOUTH,Z_LEVEL_EAST,Z_LEVEL_WEST) for(var/A in L) neigbours[A] = src /datum/space_level/proc/set_neigbours(list/L) for(var/datum/point/P in L) if(P.x == xi) if(P.y == yi+1) neigbours[Z_LEVEL_NORTH] = P.spl P.spl.neigbours[Z_LEVEL_SOUTH] = src else if(P.y == yi-1) neigbours[Z_LEVEL_SOUTH] = P.spl P.spl.neigbours[Z_LEVEL_NORTH] = src else if(P.y == yi) if(P.x == xi+1) neigbours[Z_LEVEL_EAST] = P.spl P.spl.neigbours[Z_LEVEL_WEST] = src else if(P.x == xi-1) neigbours[Z_LEVEL_WEST] = P.spl P.spl.neigbours[Z_LEVEL_EAST] = src /datum/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/point/New(nx, ny, list/point_grid) if(!point_grid) qdel(src) return var/list/L = point_grid[1] if(nx > point_grid.len || ny > L.len) qdel(src) return x = nx y = ny if(point_grid[x][y]) return point_grid[x][y] = src /datum/point/proc/set_neigbours(list/grid) var/max_X = grid.len var/list/max_Y = grid[1] max_Y = max_Y.len neigbours.Cut() if(x+1 <= max_X) neigbours |= grid[x+1][y] if(x-1 >= 1) neigbours |= grid[x-1][y] if(y+1 <= max_Y) neigbours |= grid[x][y+1] if(y-1 >= 1) neigbours |= grid[x][y-1] /proc/setup_map_transitions() //listamania var/list/SLS = list() var/datum/space_level/D var/list/cached_transitions = SSmapping.config.transition_config var/conf_set_len = cached_transitions.len var/k = 1 for(var/A in cached_transitions) D = new(cached_transitions[A]) D.name = A D.z_value = k if(D.linked != CROSSLINKED) GLOB.z_levels_list["[D.z_value]"] = D else SLS.Add(D) k++ var/list/point_grid[conf_set_len*2+1][conf_set_len*2+1] var/list/grid = list() var/datum/point/P for(var/i = 1, i<=conf_set_len*2+1, i++) for(var/j = 1, j<=conf_set_len*2+1, j++) P = new/datum/point(i,j, point_grid) point_grid[i][j] = P grid.Add(P) for(var/datum/point/pnt in grid) pnt.set_neigbours(point_grid) P = point_grid[conf_set_len+1][conf_set_len+1] var/list/possible_points = list() var/list/used_points = list() grid.Cut() while(SLS.len) D = pick_n_take(SLS) D.xi = P.x D.yi = P.y P.spl = D possible_points |= P.neigbours used_points |= P possible_points.Remove(used_points) D.set_neigbours(used_points) P = pick(possible_points) grid["[D.z_value]"] = D for(var/A in GLOB.z_levels_list) grid[A] = GLOB.z_levels_list[A] //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, TRANSITIONEDGE, TRANSITIONEDGE) //y values respectively var/list/x_pos_ending = list(world.maxx, world.maxx, world.maxx, 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, TRANSITIONEDGE, world.maxy - TRANSITIONEDGE, world.maxy - TRANSITIONEDGE) //y values respectively var/list/x_pos_transition = list(1, 1, TRANSITIONEDGE + 2, world.maxx - TRANSITIONEDGE - 2) //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 - 2, 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/zlevelnumber = 1, zlevelnumber<=grid.len, zlevelnumber++) D = grid["[zlevelnumber]"] if(!D) CRASH("[zlevelnumber] position has no space level datum.") if(!(D.neigbours.len)) continue for(var/side = 1, side<5, side++) 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 = grid["[zlevelnumber]"] 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_z = zdestination //S.maptext = "[zdestination]" // for debugging for(var/A in grid) GLOB.z_levels_list[A] = grid[A] #undef Z_LEVEL_NORTH #undef Z_LEVEL_SOUTH #undef Z_LEVEL_EAST #undef Z_LEVEL_WEST