/// The random offset applied to square coordinates, causes intermingling at biome borders #define BIOME_RANDOM_SQUARE_DRIFT 2 /datum/map_generator/cave_generator var/name = "Cave Generator" ///Weighted list of the types that spawns if the turf is open 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/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 ///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 /// The turf types to replace with a biome-related turf, as typecache. /// Leave empty for all open turfs (but not closed turfs) to be hijacked. var/list/biome_accepted_turfs = list() /// An associative list of biome type to the list of turfs that were /// generated of that biome specifically. Helps to improve the efficiency /// of biome-related operations. Is populated through /// `generate_terrain_with_biomes()`. var/list/generated_turfs_per_biome = list() /// 2D list of all biomes based on heat and humidity combos. Associative by /// `BIOME_X_HEAT` and then by `BIOME_X_HUMIDITY` (i.e. /// `possible_biomes[BIOME_LOW_HEAT][BIOME_LOWMEDIUM_HUMIDITY]`). /// Check /datum/map_generator/cave_generator/jungle for an example /// of how to set it up properly. var/list/possible_biomes = list() /// Used to select "zoom" level into the perlin noise, higher numbers /// result in slower transitions var/perlin_zoom = 65 ///Base chance of spawning a mob var/mob_spawn_chance = 6 ///Base chance of spawning flora var/flora_spawn_chance = 2 ///Base chance of spawning features var/feature_spawn_chance = 0.25 ///Unique ID for this spawner var/string_gen ///Chance of cells starting closed var/initial_closed_chance = 45 ///Amount of smoothing iterations var/smoothing_iterations = 20 ///How much neighbours does a dead cell need to become alive var/birth_limit = 4 ///How little neighbours does a alive cell need to die var/death_limit = 3 /datum/map_generator/cave_generator/New() . = ..() if(!weighted_mob_spawn_list) weighted_mob_spawn_list = list( /mob/living/basic/mining/basilisk = 4, /mob/living/basic/mining/goldgrub = 1, /mob/living/basic/mining/goliath/ancient = 5, /mob/living/basic/mining/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, /obj/structure/ore_vent/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, area/generate_in) . = ..() if(!(generate_in.area_flags & CAVES_ALLOWED)) return if(length(possible_biomes)) return generate_terrain_with_biomes(turfs, generate_in) 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 for(var/turf/gen_turf as anything in turfs) //Go through all the turfs and generate them var/closed = string_gen[world.maxx * (gen_turf.y - 1) + gen_turf.x] != "0" var/turf/new_turf = pick(closed ? closed_turf_types : open_turf_types) // 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.turf_flags |= NO_RUINS var/message = "[name] terrain generation finished in [(REALTIMEOFDAY - start_time)/10]s!" to_chat(world, span_boldannounce("[message]"), MESSAGE_TYPE_DEBUG) log_world(message) /** * This proc handles including biomes in the cave generation. This is slower than * `generate_terrain()`, so please use it only if you actually need biomes. * * This should only be called by `generate_terrain()`, if you have to call this, * you're probably doing something wrong. */ /datum/map_generator/cave_generator/proc/generate_terrain_with_biomes(list/turfs, area/generate_in) if(!(generate_in.area_flags & CAVES_ALLOWED)) return var/humidity_seed = rand(0, 50000) var/heat_seed = rand(0, 50000) var/start_time = REALTIMEOFDAY string_gen = rustg_cnoise_generate("[initial_closed_chance]", "[smoothing_iterations]", "[birth_limit]", "[death_limit]", "[world.maxx]", "[world.maxy]") //Generate the raw CA data var/humidity_gen = list() humidity_gen[BIOME_HIGH_HUMIDITY] = rustg_dbp_generate("[humidity_seed]", "60", "75", "[world.maxx]", "-0.1", "1.1") humidity_gen[BIOME_MEDIUM_HUMIDITY] = rustg_dbp_generate("[humidity_seed]", "60", "75", "[world.maxx]", "-0.3", "-0.1") var/heat_gen = list() heat_gen[BIOME_HIGH_HEAT] = rustg_dbp_generate("[heat_seed]", "60", "75", "[world.maxx]", "-0.1", "1.1") heat_gen[BIOME_MEDIUM_HEAT] = rustg_dbp_generate("[heat_seed]", "60", "75", "[world.maxx]", "-0.3", "-0.1") var/list/expanded_closed_turfs = src.closed_turf_types var/list/expanded_open_turfs = src.open_turf_types for(var/turf/gen_turf as anything in turfs) //Go through all the turfs and generate them var/closed = string_gen[world.maxx * (gen_turf.y - 1) + gen_turf.x] != "0" var/new_turf_type = pick(closed ? expanded_closed_turfs : expanded_open_turfs) var/datum/biome/selected_biome // Here comes the meat of the biome code. var/drift_x = clamp((gen_turf.x + rand(-BIOME_RANDOM_SQUARE_DRIFT, BIOME_RANDOM_SQUARE_DRIFT)), 1, world.maxx) // / perlin_zoom var/drift_y = clamp((gen_turf.y + rand(-BIOME_RANDOM_SQUARE_DRIFT, BIOME_RANDOM_SQUARE_DRIFT)), 2, world.maxy) // / perlin_zoom // Where we go in the generated string (generated outside of the loop for s p e e d) var/coordinate = world.maxx * (drift_y - 1) + drift_x // Type of humidity zone we're in (LOW-MEDIUM-HIGH) var/humidity_level = text2num(humidity_gen[BIOME_HIGH_HUMIDITY][coordinate]) ? \ BIOME_HIGH_HUMIDITY : text2num(humidity_gen[BIOME_MEDIUM_HUMIDITY][coordinate]) ? BIOME_MEDIUM_HUMIDITY : BIOME_LOW_HUMIDITY // Type of heat zone we're in (LOW-MEDIUM-HIGH) var/heat_level = text2num(heat_gen[BIOME_HIGH_HEAT][coordinate]) ? \ BIOME_HIGH_HEAT : text2num(heat_gen[BIOME_MEDIUM_HEAT][coordinate]) ? BIOME_MEDIUM_HEAT : BIOME_LOW_HEAT selected_biome = possible_biomes[heat_level][humidity_level] // Currently, we only affect open turfs, because biomes don't currently // have a definition for biome-specific closed turfs. if((!length(biome_accepted_turfs) && !closed) || biome_accepted_turfs[new_turf_type]) LAZYADD(generated_turfs_per_biome[selected_biome], gen_turf) else // The assumption is this will be faster then changeturf, and changeturf isn't required since by this point // The old tile hasn't got the chance to init yet var/turf/new_turf = new new_turf_type(gen_turf) if(gen_turf.turf_flags & NO_RUINS) new_turf.turf_flags |= NO_RUINS CHECK_TICK for(var/biome in generated_turfs_per_biome) var/datum/biome/generating_biome = SSmapping.biomes[biome] var/list/turf/generated_turfs = generating_biome.generate_turfs_for_terrain(generated_turfs_per_biome[biome]) generated_turfs_per_biome[biome] = generated_turfs var/message = "[name] terrain generation finished in [(REALTIMEOFDAY - start_time)/10]s!" to_chat(world, span_boldannounce("[message]"), MESSAGE_TYPE_DEBUG) log_world(message) /datum/map_generator/cave_generator/populate_terrain(list/turfs, area/generate_in) if(length(possible_biomes)) return populate_terrain_with_biomes(turfs, generate_in) // 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) var/start_time = REALTIMEOFDAY for(var/turf/target_turf as anything in turfs) if(!(target_turf.type in open_turf_types)) //only put stuff on open turfs we generated, so closed walls and rivers and stuff are skipped continue // If we've spawned something yet var/spawned_something = FALSE if(!(target_turf.turf_flags & TURF_BLOCKS_POPULATE_TERRAIN_FLORAFEATURES)) ///Spawning isn't done in procs to save on overhead on the 60k turfs we're going through. //FLORA SPAWNING HERE if(flora_allowed && prob(flora_spawn_chance)) var/flora_type = pick(flora_spawn_list) new flora_type(target_turf) spawned_something = TRUE //FEATURE SPAWNING HERE //we may have generated something from the flora list on the target turf, so let's not place //a feature here if that's the case (because it would look stupid) if(feature_allowed && !spawned_something && prob(feature_spawn_chance)) var/can_spawn = TRUE var/atom/picked_feature = pick(feature_spawn_list) for(var/obj/structure/existing_feature in range(7, target_turf)) if(istype(existing_feature, picked_feature)) can_spawn = FALSE break if(can_spawn) new picked_feature(target_turf) spawned_something = TRUE //MOB SPAWNING HERE if(mobs_allowed && !spawned_something && prob(mob_spawn_chance)) var/atom/picked_mob = pick(mob_spawn_list) var/is_megafauna = FALSE if(picked_mob == SPAWN_MEGAFAUNA) if(megas_allowed) //this is danger. it's boss time. picked_mob = pick(megafauna_spawn_list) is_megafauna = TRUE else //this is not danger, don't spawn a boss, spawn something else picked_mob = pick(mob_spawn_no_mega_list) //What if we used 100% of the brain...and did something (slightly) less shit than a while loop? var/can_spawn = TRUE // prevents tendrils spawning in each other's collapse range if(ispath(picked_mob, /obj/structure/spawner/lavaland)) for(var/obj/structure/spawner/lavaland/spawn_blocker in range(2, target_turf)) can_spawn = FALSE break // if the random is not a tendril (hopefully meaning it is a mob), avoid spawning if there's another one within 12 tiles else var/list/things_in_range = range(12, target_turf) for(var/mob/living/mob_blocker in things_in_range) if(ismining(mob_blocker)) can_spawn = FALSE break // Also block spawns if there's a random lavaland mob spawner nearby and it's not a mega if(!is_megafauna) can_spawn = can_spawn && !(locate(/obj/effect/spawner/random/lavaland_mob) in things_in_range) //if there's a megafauna within standard view don't spawn anything at all (This isn't really consistent, I don't know why we do this. you do you tho) if(can_spawn) for(var/mob/living/simple_animal/hostile/megafauna/found_fauna in range(7, target_turf)) can_spawn = FALSE break if(can_spawn) if(ispath(picked_mob, /mob/living/simple_animal/hostile/megafauna/bubblegum)) //there can be only one bubblegum, so don't waste spawns on it weighted_megafauna_spawn_list.Remove(picked_mob) megafauna_spawn_list = expand_weights(weighted_megafauna_spawn_list) megas_allowed = megas_allowed && length(megafauna_spawn_list) new picked_mob(target_turf) spawned_something = TRUE CHECK_TICK var/message = "[name] terrain population finished in [(REALTIMEOFDAY - start_time)/10]s!" to_chat(world, span_boldannounce("[message]"), MESSAGE_TYPE_DEBUG) log_world(message) /** * This handles the population of terrain with biomes. Should only be called by * `populate_terrain()`, if you find yourself calling this, you're probably not * doing it right. * * This proc won't do anything if the area we're trying to generate in does not * have `FLORA_ALLOWED` or `MOB_SPAWN_ALLOWED` in its `area_flags`. */ /datum/map_generator/cave_generator/proc/populate_terrain_with_biomes(list/turfs, area/generate_in) // Area var pullouts to make accessing in the loop faster var/flora_allowed = (generate_in.area_flags & FLORA_ALLOWED) var/features_allowed = (generate_in.area_flags & FLORA_ALLOWED) var/fauna_allowed = (generate_in.area_flags & MOB_SPAWN_ALLOWED) var/start_time = REALTIMEOFDAY // No sense in doing anything here if nothing is allowed anyway. if(!flora_allowed && !features_allowed && !fauna_allowed) var/message = "[name] terrain population finished in [(REALTIMEOFDAY - start_time)/10]s!" to_chat(world, span_boldannounce("[message]"), MESSAGE_TYPE_DEBUG) log_world(message) return for(var/biome in generated_turfs_per_biome) var/datum/biome/generating_biome = SSmapping.biomes[biome] generating_biome.populate_turfs(generated_turfs_per_biome[biome], flora_allowed, features_allowed, fauna_allowed) CHECK_TICK var/message = "[name] terrain population finished in [(REALTIMEOFDAY - start_time)/10]s!" to_chat(world, span_boldannounce("[message]"), MESSAGE_TYPE_DEBUG) log_world(message) /datum/map_generator/cave_generator/jungle possible_biomes = list( BIOME_LOW_HEAT = list( BIOME_LOW_HUMIDITY = /datum/biome/plains, BIOME_MEDIUM_HUMIDITY = /datum/biome/mudlands, BIOME_HIGH_HUMIDITY = /datum/biome/water ), BIOME_MEDIUM_HEAT = list( BIOME_LOW_HUMIDITY = /datum/biome/plains, BIOME_MEDIUM_HUMIDITY = /datum/biome/jungle/deep, BIOME_HIGH_HUMIDITY = /datum/biome/jungle ), BIOME_HIGH_HEAT = list( BIOME_LOW_HUMIDITY = /datum/biome/wasteland, BIOME_MEDIUM_HUMIDITY = /datum/biome/plains, BIOME_HIGH_HUMIDITY = /datum/biome/jungle/deep ) ) #undef BIOME_RANDOM_SQUARE_DRIFT