Files
Bubberstation/code/game/objects/effects/spawners/random/random.dm
Bloop b674e72ef1 [MISSED MIRROR] Macros multi-z code, removes the false premise of manual offsets (#76248) (#22531)
* Macros multi-z code, removes the false premise of manual offsets (#76248)

## About The Pull Request

[Removes the pretense of relative multiz
levels](0293fdc2bd)

Our multiz system does not support having a z level that is only
connected one way, or which goes down backwards or anything like that.

That's a fiction of the trait system, the actual backend has never
really supported this.

This pr removes the assumptions we were making backend around this, and
uses that to save cpu time.

I am also converting multiz_levels from an assoc list to a pure one,
which saves significantly on access times and cleans up the code
somewhat.

Also I'm making the get_below/get_above procs into macros, for the sake
of cpu time.

[Converts the starlight disease to use BYOND's directional defines
instead of our
own](7d698f02d9)

To some extent spurred on by
https://github.com/DaedalusDock/daedalusdock/pull/298, tho it was known
before

## Why It's Good For The Game

Faster multiz code, faster init, etc etc etc

* modular files how very dare you

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-07-18 02:28:15 +00:00

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/**
* Base class for all random spawners.
*/
/obj/effect/spawner/random
icon = 'icons/effects/random_spawners.dmi'
icon_state = "loot"
layer = OBJ_LAYER
/// Stops persistent lootdrop spawns from being shoved into lockers
anchored = TRUE
/// A list of possible items to spawn e.g. list(/obj/item, /obj/structure, /obj/effect)
var/list/loot
/// The subtypes AND type to combine with the loot list
var/loot_type_path
/// The subtypes (this excludes the provided path) to combine with the loot list
var/loot_subtype_path
/// How many items will be spawned
var/spawn_loot_count = 1
/// If the same item can be spawned twice
var/spawn_loot_double = TRUE
/// Whether the items should be distributed to offsets 0,1,-1,2,-2,3,-3.. This overrides pixel_x/y on the spawner itself
var/spawn_loot_split = FALSE
/// The pixel x/y divider offsets for spawn_loot_split (spaced 1 pixel apart by default)
var/spawn_loot_split_pixel_offsets = 2
/// Whether the spawner should spawn all the loot in the list
var/spawn_all_loot = FALSE
/// The chance for the spawner to create loot (ignores spawn_loot_count)
var/spawn_loot_chance = 100
/// Determines how big of a range (in tiles) we should scatter things in.
var/spawn_scatter_radius = 0
/// Whether the items should have a random pixel_x/y offset (maxium offset distance is ±16 pixels for x/y)
var/spawn_random_offset = FALSE
/obj/effect/spawner/random/Initialize(mapload)
. = ..()
spawn_loot()
///If the spawner has any loot defined, randomly picks some and spawns it. Does not cleanup the spawner.
/obj/effect/spawner/random/proc/spawn_loot(lootcount_override)
if(!prob(spawn_loot_chance))
return
var/list/spawn_locations = get_spawn_locations(spawn_scatter_radius)
var/spawn_loot_count = isnull(lootcount_override) ? src.spawn_loot_count : lootcount_override
if(spawn_all_loot)
spawn_loot_count = INFINITY
spawn_loot_double = FALSE
if(loot_type_path)
loot += typesof(loot_type_path)
if(loot_subtype_path)
loot += subtypesof(loot_subtype_path)
if(loot?.len)
var/loot_spawned = 0
var/pixel_divider = FLOOR(16 / spawn_loot_split_pixel_offsets, 1) // 16 pixels offsets is max that should be allowed in any direction
while((spawn_loot_count-loot_spawned) && loot.len)
var/lootspawn = pick_weight_recursive(loot)
if(!spawn_loot_double)
loot.Remove(lootspawn)
if(lootspawn && (spawn_scatter_radius == 0 || spawn_locations.len))
var/turf/spawn_loc = loc
if(spawn_scatter_radius > 0)
spawn_loc = pick_n_take(spawn_locations)
var/atom/movable/spawned_loot = make_item(spawn_loc, lootspawn)
spawned_loot.setDir(dir)
if (!spawn_loot_split && !spawn_random_offset)
if (pixel_x != 0)
spawned_loot.pixel_x = pixel_x
if (pixel_y != 0)
spawned_loot.pixel_y = pixel_y
else if (spawn_random_offset)
spawned_loot.pixel_x = rand(-16, 16)
spawned_loot.pixel_y = rand(-16, 16)
else if (spawn_loot_split)
if (loot_spawned)
var/column = FLOOR(loot_spawned / pixel_divider, 1)
spawned_loot.pixel_x = spawn_loot_split_pixel_offsets * (loot_spawned % pixel_divider) + (column * spawn_loot_split_pixel_offsets)
spawned_loot.pixel_y = spawn_loot_split_pixel_offsets * (loot_spawned % pixel_divider)
loot_spawned++
/**
* Makes the actual item related to our spawner.
*
* spawn_loc - where are we spawning it?
* type_path_to_make - what are we spawning?
**/
/obj/effect/spawner/random/proc/make_item(spawn_loc, type_path_to_make)
return new type_path_to_make(spawn_loc)
///If the spawner has a spawn_scatter_radius set, this creates a list of nearby turfs available
/obj/effect/spawner/random/proc/get_spawn_locations(radius)
var/list/scatter_locations = list()
if(radius >= 0)
for(var/turf/turf_in_view in view(radius, get_turf(src)))
if(isclosedturf(turf_in_view) || (isgroundlessturf(turf_in_view) && !GET_TURF_BELOW(turf_in_view)))
continue
scatter_locations += turf_in_view
return scatter_locations
//finds the probabilities of items spawning from a loot spawner's loot pool
/obj/item/loot_table_maker
icon = 'icons/effects/landmarks_static.dmi'
icon_state = "random_loot"
var/spawner_to_test = /obj/effect/spawner/random/maintenance //what lootdrop spawner to use the loot pool of
var/loot_count = 180 //180 is about how much maint loot spawns per map as of 11/14/2019
//result outputs
var/list/spawned_table //list of all items "spawned" and how many
var/list/stat_table //list of all items "spawned" and their occurrance probability
/obj/item/loot_table_maker/Initialize(mapload)
. = ..()
make_table()
/obj/item/loot_table_maker/attack_self(mob/user)
to_chat(user, "Loot pool re-rolled.")
make_table()
/obj/item/loot_table_maker/proc/make_table()
spawned_table = list()
stat_table = list()
var/obj/effect/spawner/random/spawner_to_table = new spawner_to_test
var/lootpool = spawner_to_table.loot
qdel(spawner_to_table)
for(var/i in 1 to loot_count)
var/loot_spawn = pick_weight_recursive(lootpool)
if(!(loot_spawn in spawned_table))
spawned_table[loot_spawn] = 1
else
spawned_table[loot_spawn] += 1
stat_table += spawned_table
for(var/item in stat_table)
stat_table[item] /= loot_count