Files
BloopandGitHub 183c5af2e4 Adds flag for virtual areas, fixes being able to send funds from virtualspace to real accounts (#94071)
## About The Pull Request

Fixes https://github.com/tgstation/tgstation/issues/90641
Fixes https://github.com/tgstation/tgstation/issues/88366

Eliminates worries over virtualspace currency being sent to real
accounts.

When I was looking into why there were no flags for bitrunning areas.
Then I saw this mess:

<img width="929" height="889" alt="Code_2we2QjDyFp"
src="https://github.com/user-attachments/assets/8a807bfe-b566-4057-a8ea-2b306325687d"
/>

Not having enough space / being too lazy to refactor this is a silly
reason to not include flags for something like these virtual areas where
it can be quite helpful. Fortunately I am not too lazy ~~in this
moment~~ so here we go:

It was fairly logical to move over some of these to a separate flag,
which I've called `area_flags_mapping` since they pertain to maploading
things and terrain generation mostly. `area_flags` stays reserved for
general properties and now has more room than it did before for you
people to fill it with.

In doing this it's also neatened up the code quit a bit, as UNIQUE_AREA
was kind of everywhere and now that it's implied by default less areas
need to have it defined (or explicitly un-defined).

<details> <summary> Working as intended </summary>

<img width="787" height="448" alt="dreamseeker_p0Qts36tG1"
src="https://github.com/user-attachments/assets/25056f34-8d43-4be2-a293-e53df7a7d1db"
/>

<img width="383" height="59" alt="dreamseeker_Ek7TXCcpbA"
src="https://github.com/user-attachments/assets/89622974-9467-4cdb-8345-d684f7c9004b"
/>

</details>

## Why It's Good For The Game

Fixes an exploit, improves the area flags situation slightly.

## Changelog

🆑
fix: you can no longer send money from virtualspace to a real account
code: adds a flag for virtual areas so they can easily be checked, as
well as an easy helper proc, 'is_area_virtual(your_area)'
/🆑
2025-11-22 12:24:41 -07:00

232 lines
7.6 KiB
Plaintext

///This datum handles the transitioning from a turf to a specific biome, and handles spawning decorative structures and mobs.
/datum/biome
///Type of turf this biome creates
var/turf_type
/// Chance of having a structure from the flora types list spawn
var/flora_density = 0
/// Chance of spawning special features, such as geysers.
var/feature_density = 0
/// Chance of having a mob from the fauna types list spawn
var/fauna_density = 0
/// Weighted list of type paths of flora that can be spawned when the
/// turf spawns flora.
var/list/flora_types = list()
/// Weighted list of extra features that can spawn in the biome, such as
/// geysers. Gets expanded automatically.
var/list/feature_types = list()
/// Weighted list of type paths of fauna that can be spawned when the
/// turf spawns fauna.
var/list/fauna_types = list()
/datum/biome/New()
. = ..()
if(length(flora_types))
flora_types = expand_weights(fill_with_ones(flora_types))
if(length(fauna_types))
fauna_types = expand_weights(fill_with_ones(fauna_types))
if(length(feature_types))
feature_types = expand_weights(feature_types)
///This proc handles the creation of a turf of a specific biome type
/datum/biome/proc/generate_turf(turf/gen_turf)
gen_turf.ChangeTurf(turf_type, null, CHANGETURF_DEFER_CHANGE)
if(length(flora_types) && prob(flora_density))
var/obj/structure/flora = pick(flora_types)
new flora(gen_turf)
return
if(length(feature_types) && prob(feature_density))
var/atom/picked_feature = pick(feature_types)
new picked_feature(gen_turf)
return
if(length(fauna_types) && prob(fauna_density))
var/mob/fauna = pick(fauna_types)
new fauna(gen_turf)
/// This proc handles the creation of a turf of a specific biome type, assuming
/// that the turf has not been initialized yet. Don't call this unless you know
/// what you're doing.
/datum/biome/proc/generate_turf_for_terrain(turf/gen_turf)
var/turf/new_turf = new turf_type(gen_turf)
return new_turf
/**
* This proc handles the sequential creation of turfs of a specific biome type
* in order to optimize the generation for large amount of turfs.
*
* Arguments:
* * gen_turfs - List of turfs to use for turf generation.
*
* Returns a new list of turfs that were generated by the biome.
*/
/datum/biome/proc/generate_turfs_for_terrain(list/turf/gen_turfs)
var/list/turf/new_turfs = list()
for(var/turf/gen_turf as anything in gen_turfs)
var/turf/new_turf = new turf_type(gen_turf)
new_turfs += new_turf
if(gen_turf.turf_flags & NO_RUINS)
new_turf.turf_flags |= NO_RUINS
CHECK_TICK
return new_turfs
/// This proc handles populating the given turf based on whether flora,
/// features and fauna are allowed. Does not take megafauna into account.
/datum/biome/proc/populate_turf(turf/target_turf, flora_allowed, features_allowed, fauna_allowed)
if(flora_allowed && length(flora_types) && prob(flora_density))
var/obj/structure/flora = pick(flora_types)
new flora(target_turf)
return TRUE
if(features_allowed && prob(feature_density))
var/can_spawn = TRUE
var/atom/picked_feature = pick(feature_types)
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)
return TRUE
if(fauna_allowed && length(fauna_types) && prob(fauna_density))
var/mob/picked_mob = pick(fauna_types)
// 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))
return FALSE
// 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))
return FALSE
new picked_mob(target_turf)
return TRUE
return FALSE
/**
* This proc handles populating the given turfs based on whether flora, features
* and fauna are allowed. Does not take megafauna into account.
*
* Does nothing if `flora_allowed`, `features_allowed` and `fauna_allowed` are
* `FALSE`, or if there's no flora, feature or fauna types for the matching
* allowed type. Aka, we return early if the proc wouldn't do anything anyway.
*/
/datum/biome/proc/populate_turfs(list/turf/target_turfs, flora_allowed, features_allowed, fauna_allowed)
if(!(flora_allowed && length(flora_types)) && !(features_allowed && length(feature_types)) && !(fauna_allowed && length(fauna_types)))
return
for(var/turf/target_turf as anything in target_turfs)
// We do the CHECK_TICK here because there's a bunch of continue calls
// in this.
CHECK_TICK
if(flora_allowed && length(flora_types) && prob(flora_density))
var/obj/structure/flora = pick(flora_types)
new flora(target_turf)
continue
if(features_allowed && prob(feature_density))
var/can_spawn = TRUE
var/atom/picked_feature = pick(feature_types)
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)
continue
if(fauna_allowed && length(fauna_types) && prob(fauna_density))
var/mob/picked_mob = pick(fauna_types)
// 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))
continue
// 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))
continue
new picked_mob(target_turf)
/datum/biome/mudlands
turf_type = /turf/open/misc/dirt/jungle/dark
flora_types = list(
/obj/structure/flora/grass/jungle/a/style_random = 1,
/obj/structure/flora/grass/jungle/b/style_random = 1,
/obj/structure/flora/rock/pile/jungle/style_random = 1,
/obj/structure/flora/rock/pile/jungle/large/style_random = 1,
)
flora_density = 3
/datum/biome/plains
turf_type = /turf/open/misc/grass/jungle
flora_types = list(
/obj/structure/flora/grass/jungle/a/style_random = 1,
/obj/structure/flora/grass/jungle/b/style_random = 1,
/obj/structure/flora/tree/jungle/style_random = 1,
/obj/structure/flora/rock/pile/jungle/style_random = 1,
/obj/structure/flora/bush/jungle/a/style_random = 1,
/obj/structure/flora/bush/jungle/b/style_random = 1,
/obj/structure/flora/bush/jungle/c/style_random = 1,
/obj/structure/flora/bush/large/style_random = 1,
/obj/structure/flora/rock/pile/jungle/large/style_random = 1,
)
flora_density = 15
/datum/biome/jungle
turf_type = /turf/open/misc/grass/jungle
flora_types = list(
/obj/structure/flora/grass/jungle/a/style_random = 1,
/obj/structure/flora/grass/jungle/b/style_random = 1,
/obj/structure/flora/tree/jungle/style_random = 1,
/obj/structure/flora/rock/pile/jungle/style_random = 1,
/obj/structure/flora/bush/jungle/a/style_random = 1,
/obj/structure/flora/bush/jungle/b/style_random = 1,
/obj/structure/flora/bush/jungle/c/style_random = 1,
/obj/structure/flora/bush/large/style_random = 1,
/obj/structure/flora/rock/pile/jungle/large/style_random = 1,
)
flora_density = 40
/datum/biome/jungle/deep
flora_density = 65
/datum/biome/wasteland
turf_type = /turf/open/misc/dirt/jungle/wasteland
/datum/biome/water
turf_type = /turf/open/water/jungle
/datum/biome/mountain
turf_type = /turf/closed/mineral/random/jungle