/datum/space_level/proc/set_linkage(new_linkage) linkage = new_linkage if(linkage == SELFLOOPING) neigbours = list(TEXT_NORTH,TEXT_SOUTH,TEXT_EAST,TEXT_WEST) for(var/A in neigbours) neigbours[A] = src /datum/space_level/proc/set_neigbours(list/L) for(var/datum/space_transition_point/P in L) if(P.x == xi) if(P.y == yi+1) neigbours[TEXT_NORTH] = P.spl P.spl.neigbours[TEXT_SOUTH] = src else if(P.y == yi-1) neigbours[TEXT_SOUTH] = P.spl P.spl.neigbours[TEXT_NORTH] = src else if(P.y == yi) if(P.x == xi+1) neigbours[TEXT_EAST] = P.spl P.spl.neigbours[TEXT_WEST] = src else if(P.x == xi-1) 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/grid) if(!grid) qdel(src) return 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 var/position = CHORDS_TO_1D(x, y, grid_diameter) if(grid[position]) return grid[position] = src /datum/space_transition_point/proc/set_neigbours(list/grid, size) neigbours.Cut() if(x+1 <= size) neigbours |= grid[CHORDS_TO_1D(x+1, y, size)] if(x-1 >= 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[CHORDS_TO_1D(x, y - 1, size)] /datum/controller/subsystem/mapping/proc/setup_map_transitions() //listamania var/list/transition_levels = list() var/list/cached_z_list = z_list 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() while(transition_pick.len) var/datum/space_level/level = pick_n_take(transition_pick) level.xi = point.x level.yi = point.y point.spl = level possible_points |= point.neigbours used_points |= point possible_points.Remove(used_points) level.set_neigbours(used_points) point = pick(possible_points) CHECK_TICK // 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 = "[REVERSE_DIR(direction)]" 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/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, 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 // Cache the range passed to the mirage border element, to reduce world var access in the thousands var/range_cached = world.view for(var/datum/space_level/level as anything in cached_z_list) if(!level.neigbours.len) continue var/zlevelnumber = level.z_value for(var/side in 1 to 4) var/list/turfblock = block( x_pos_beginning[side], y_pos_beginning[side], zlevelnumber, x_pos_ending[side], y_pos_ending[side], zlevelnumber ) var/dirside = 2**(side-1) 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_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 == inner_max_x) mirage_dir |= EAST if(S.y == 1 + TRANSITIONEDGE) mirage_dir |= SOUTH else if(S.y == inner_max_y) mirage_dir |= NORTH if(!mirage_dir) continue var/turf/place = locate(S.destination_x, S.destination_y, zdestination) S.AddElement(/datum/element/mirage_border, place, mirage_dir, range_cached) #undef CHORDS_TO_1D