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