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* Unit tests now catch decals in walls/space * the fuck * vr * vr --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
121 lines
4.5 KiB
Plaintext
121 lines
4.5 KiB
Plaintext
#define RANDOM_UPPER_X 200
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#define RANDOM_UPPER_Y 200
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#define RANDOM_LOWER_X 50
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#define RANDOM_LOWER_Y 50
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/proc/spawn_rivers(target_z, nodes, turf_type, whitelist_area, min_x = RANDOM_LOWER_X, min_y = RANDOM_LOWER_Y, max_x = RANDOM_UPPER_X, max_y = RANDOM_UPPER_Y)
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var/list/river_nodes = list()
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var/num_spawned = 0
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var/width = max_x - min_x
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var/height = max_y - min_y
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var/turf/corner = locate(min_x, min_y, target_z)
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var/list/possible_locs = CORNER_BLOCK(corner, width, height)
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while(num_spawned < nodes && possible_locs.len)
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var/turf/T = pick(possible_locs)
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var/area/A = get_area(T)
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if(!istype(A, whitelist_area) || (T.turf_flags & NO_LAVA_GEN))
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possible_locs -= T
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else
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river_nodes += new /obj/effect/landmark/river_waypoint(T)
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num_spawned++
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//make some randomly pathing rivers
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for(var/obj/effect/landmark/river_waypoint/waypoints as anything in river_nodes)
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if (waypoints.z != target_z || waypoints.connected)
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continue
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waypoints.connected = TRUE
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// Workaround around ChangeTurf that's safe because of when this proc is called
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var/turf/cur_turf = get_turf(waypoints)
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cur_turf = new turf_type(cur_turf)
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var/turf/target_turf = get_turf(pick(river_nodes - waypoints))
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if(!target_turf)
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break
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var/detouring = FALSE
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var/cur_dir = get_dir(cur_turf, target_turf)
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while(cur_turf != target_turf)
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if(detouring) //randomly snake around a bit
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if(prob(20))
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detouring = FALSE
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cur_dir = get_dir(cur_turf, target_turf)
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else if(prob(20))
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detouring = TRUE
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if(prob(50))
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cur_dir = turn(cur_dir, 45)
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else
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cur_dir = turn(cur_dir, -45)
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else
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cur_dir = get_dir(cur_turf, target_turf)
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cur_turf = get_step(cur_turf, cur_dir)
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var/area/new_area = get_area(cur_turf)
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if(!istype(new_area, whitelist_area) || (cur_turf.turf_flags & NO_LAVA_GEN)) //Rivers will skip ruins
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detouring = FALSE
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cur_dir = get_dir(cur_turf, target_turf)
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cur_turf = get_step(cur_turf, cur_dir)
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continue
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else
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// Workaround around ChangeTurf that's safe because of when this proc is called
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var/turf/river_turf = new turf_type(cur_turf)
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river_turf.Spread(25, 11, whitelist_area)
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for(var/waypoints_spawned in river_nodes)
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qdel(waypoints_spawned)
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/obj/effect/landmark/river_waypoint
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name = "river waypoint"
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var/connected = FALSE
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invisibility = INVISIBILITY_ABSTRACT
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/turf/proc/Spread(probability = 30, prob_loss = 25, whitelisted_area)
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if(probability <= 0)
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return
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var/list/cardinal_turfs = list()
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var/list/diagonal_turfs = list()
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var/logged_turf_type
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for(var/turf/canidate as anything in RANGE_TURFS(1, src) - src)
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if(!canidate || (canidate.density && !ismineralturf(canidate)) || isindestructiblefloor(canidate))
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continue
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var/area/new_area = get_area(canidate)
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if((!istype(new_area, whitelisted_area) && whitelisted_area) || (canidate.turf_flags & NO_LAVA_GEN))
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continue
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if(!logged_turf_type && ismineralturf(canidate))
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var/turf/closed/mineral/mineral_canidate = canidate
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logged_turf_type = mineral_canidate.turf_type
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if(get_dir(src, canidate) in GLOB.cardinals)
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cardinal_turfs += canidate
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else
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diagonal_turfs += canidate
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for(var/turf/cardinal_canidate as anything in cardinal_turfs) //cardinal turfs are always changed but don't always spread
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// NOTE: WE ARE SKIPPING CHANGETURF HERE
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// The calls in this proc only serve to provide a satisfactory (if it's not ALREADY this) check. They do not actually call changeturf
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// 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
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if(!istype(cardinal_canidate, logged_turf_type) && cardinal_canidate.ChangeTurf(type, baseturfs, CHANGETURF_SKIP) && prob(probability))
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if(baseturfs)
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cardinal_canidate.baseturfs = baseturfs
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cardinal_canidate.Spread(probability - prob_loss, prob_loss, whitelisted_area)
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for(var/turf/diagonal_canidate as anything in diagonal_turfs) //diagonal turfs only sometimes change, but will always spread if changed
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// Important NOTE: SEE ABOVE
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if(!istype(diagonal_canidate, logged_turf_type) && prob(probability) && diagonal_canidate.ChangeTurf(type, baseturfs, CHANGETURF_SKIP))
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if(baseturfs)
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diagonal_canidate.baseturfs = baseturfs
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diagonal_canidate.Spread(probability - prob_loss, prob_loss, whitelisted_area)
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else if(ismineralturf(diagonal_canidate))
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var/turf/closed/mineral/diagonal_mineral = diagonal_canidate
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// SEE ABOVE, THIS IS ONLY VERY RARELY SAFE
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new diagonal_mineral.turf_type(diagonal_mineral)
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#undef RANDOM_UPPER_X
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#undef RANDOM_UPPER_Y
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#undef RANDOM_LOWER_X
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#undef RANDOM_LOWER_Y
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