Files
Bubberstation/code/controllers/subsystem/mapping.dm
Kylerace 8f0df7816b (code bounty) The tram is now unstoppably powerful. it cannot be stopped, it cannot be slowed, it cannot be reasoned with. YOU HAVE NO IDEA HOW READY YOU ARE (#66657)
ever see the tram take 10 milliseconds per movement to move 2100 objects? now you have
https://user-images.githubusercontent.com/15794172/166198184-8bab93bd-f584-4269-9ed1-6aee746f8f3c.mp4
About The Pull Request

fixes #66887

done for the code bounty posted by @MMMiracles to optimize the tram so that it can be sped up. the tram is now twice as fast, firing every tick instead of every 2 ticks. and is now around 10x cheaper to move. also adds support for multiz trams, as in trams that span multiple z levels.

the tram on master takes around 10-15 milliseconds per movement with nothing on it other than its starting contents. why is this? because the tram is the canary in the coal mines when it comes to movement code, which is normally expensive as fuck. the tram does way more work than it needs to, and even finds new ways to slow the game down. I'll walk you through a few of the dumber things the tram currently does and how i fixed them.

    the tram, at absolute minimum, has to move 55 separate industrial_lift platforms once per movement. this means that the tram has to unregister its entered/exited signals 55 times when "the tram" as a singular object is only entering 5 new turfs and exiting 5 old turfs every movement, this means that each of the 55 platforms calculates their own destination turfs and checks their contents every movement. The biggest single optimization in this pr was that I made the tram into a single 5x11 multitile object and made it only do entering/exiting checks on the 5 new and 5 old turfs in each movement.
    way too many of the default tram contents are expensive to move for something that has to move a lot. fun fact, did you know that the walls on the tram have opacity? do you know what opacity does for movables? it makes them recalculate static lighting every time they move. did you know that the tram, this entire time, was taking JUST as much time spamming SSlighting updates as it was spending time in SStramprocess? well it is! now it doesnt do that, the walls are transparent. also, every window and every grille on the tram had the atmos_sensitive element applied to them which then added connect_loc to them, causing them to update signals every movement. that is also dumb and i got rid of that with snowflake overrides. Now we must take care to not add things that sneakily register to Moved() or the moved signal to the roundstart tram, because that is dumb, and the relative utility of simulating objects that should normally shatter due to heat and conduct heat from the atmosphere is far less than the cost of moving them, for this one object.
    all tram contents physically Entered() and Exited() their destination and old turfs every movement, even though because they are on a tram they literally do not interact with the turf, the tram does. also, any objects that use connect_loc or connect_loc behalf that are on the same point on the tram also interact with each other because of this. now all contents of the tram act as if theyre being abstract_move()'d to their destination so that (almost) nothing thats in the destination turf or the exit turf can react to the event of "something laying on the tram is moving over you". the rare things that DO need to know what is physically entering or exiting their turf regardless of whether theyre interacting with the ground can register to the abstract entered and exited signals which are now always sent.
    many of the things hooked into Moved(), whether it be overrides of Moved() itself, or handlers for the moved signal, add up to a LOT of processing time. especially for humans. now ive gotten rid of a lot of it, mostly for the tram but also for normal movement. i made footsteps (a significant portion of human movement cost) not do any work if the human themselves didnt do the movement. i optimized has_gravity() a fair amount, and then realized that since everything on the tram isnt changing momentum, i didnt actually need to check gravity for the purposes of drifting (newtonian_move() was taking a significant portion of the cost of movement at some points along the development process). so now it simply doesnt call newtonian_move() for movements that dont represent a change in momentum (by default all movements do).

also i put effort into 1. better organizing tram/lift code so that most of it is inside of a dedicated modules folder instead of scattered around 5 generic folders and 2. moved a lot of behavior from lift platforms themselves into their lift_master_datum since ideally the platforms would just handle moving themselves, while any behavior involving the entire lift such as "move to destination" and "blow up" would be handled by the lift_master_datum.

also
https://user-images.githubusercontent.com/15794172/166220129-ff2ea344-442f-4e3e-94f0-ec58ab438563.mp4
multiz tram (this just adds the capability to map it like this, no tram does this)
Actual Performance Differences

to benchmark this, i added a world.Profile(PROFILER_START) and world.Profile(PROFILER_START) to the tram moving, so that it generates a profiler output of all tram movement without any unrelated procs being recorded (except for world.Profile() overhead). this made it a lot easier to quantify what was slowing down both the tram and movement in general. and i did 3 types of tests on both master and my branch.

also i should note that i sped up the "master" tram test to move once per tick as well, simply because the normal movement speed seems unbearably slow now. so all recorded videos are done at twice the speed of the real tram on master. this doesnt affect the main thing i was trying to measure: cost for each movement.

the first test was the base tram, containing only my player mob and the movables starting on the tram roundstart. on master, this takes around 13 milliseconds or so on my computer (which is pretty close to what it takes on the servers), on this branch, it takes between 0.9-1.3 milliseconds.

ALSO in these benchmarks youll see that tram/proc/travel() will vary significantly between the master and optimized branches. this is 100% because there are 55 times more platforms moving on master compared to the master branch, and thus 55x more calls to this proc. every test was recorded with the exact same amount of distance moved

here are the master and optimized benchmark text files:
master
master base tram.txt
https://user-images.githubusercontent.com/15794172/166210149-f118683d-6f6d-4dfb-b9e4-14f17b26aad8.mp4
also this shows the increased SSlighting usage resulting from the tram on master spamming updates, which doesnt happen on the optimized branch

optimized
optimization base tram.txt
https://user-images.githubusercontent.com/15794172/166206280-cd849aaa-ed3b-4e2f-b741-b8a5726091a9.mp4

the second test is meant to benchmark the best case scaling cost of moving objects, where nothing extra is registered to movement besides the bare minimum stuff on the /atom/movable level. Each of the open tiles of the tram had 1 bluespace rped filled with parts dumped onto it, to the point that the tram in total was moving 2100 objects. the vast majority of these objects did nothing special in movement so they serve as a good base case. only slightly off due to the rped's registering to movement.

on master, this test takes over 100 milliseconds per movement
master 2000 obj's.txt
https://user-images.githubusercontent.com/15794172/166210560-f4de620d-7dc6-4dbd-8b61-4a48149af707.mp4

when optimized, about 10 milliseconds per movement
https://user-images.githubusercontent.com/15794172/166208654-bc10086b-bbfc-49fa-9987-d7558109cc1d.mp4
optimization 2000 obj's.txt

the third test is 300 humans spawned onto the tram, meant to test all the shit added on to movement cost for humans/carbons. in retrospect this test is actually way too biased in favor of my optimizations since the humans are all in only 3 tiles, so all 100 humans on a tile are reacting to the other 99 humans movements, which wouldnt be as bad if they were distributed across 20 tiles like in the second test. so dont read into this one too hard.

on master, this test takes 200 milliseconds
master 300 catgirls.txt

when optimized, this takes about 13-14 milliseconds.
optimization 300 catgirls on ram ranch.txt
Why It's Good For The Game

the tram is literally 10x cheaper to move. and the code is better organized.
currently on master the tram is as fast as running speed, meaning it has no real relative utility compared to just running the tracks (except for the added safety of not having to risk being ran over by the tram). now the tram of which we have an entire map based around can be used to its full potential.

also, has some fixes to things on the tram reacting to movement. for example on master if you are standing on a tram tile that contains a banana and the TRAM moves, you will slip if the banana was in that spot before you (not if you were there first however). this is because the banana has no concept of relative movement, you and it are in the same reference frame but the banana, which failed highschool physics, believes you to have moved onto it and thus subjected you to the humiliation of an unjust slipping. now since tram contents that dont register to abstract entered/exited cannot know about other tram contents on the same tile during a movement, this cannot happen.

also, you no longer make footstep sounds when the tram moves you over a floor
TODO

mainly opened it now so i can create a stopping point and attend to my other now staling prs, we're at a state of functionality far enough to start testmerging it anyways.

add a better way for admins to be notified of the tram overloading the server if someone purposefully stuffs it with as much shit as they can, and for admins to clear said shit.
automatically slow down the tram if SStramprocess takes over like, 10 milliseconds complete. the tram still cant really check tick and yield without introducing logic holes, so making sure it doesnt take half of the tick every tick is important
go over my code to catch dumb shit i forgot about, there always is for these kinds of refactors because im very messy
remove the area based forced_gravity optimization its not worth figuring out why it doesnt work
fix the inevitable merge conflict with master lol
create an icon for the tram_tunnel area type i made so that objects on the tram dont have to enter and exit areas twice in a cross-station traversal

    add an easy way to vv tram lethality for mobs/things being hit by it. its an easy target in another thing i already wanted to do: a reinforced concept of shared variables from any particular tram platform and the entire tram itself. admins should be able to slow down the tram by vv'ing one platform and have it apply to the entire tram for example.

Changelog

cl
balance: the tram is now twice as fast, pray it doesnt get any faster (it cant without raising world fps)
performance: the tram is now about 10 times cheaper to move for the server
add: mappers can now create trams with multiple z levels
code: industrial_lift's now have more of their behavior pertaining to "the entire lift" being handled by their lift_master_datum as opposed to belonging to a random platform on the lift.
/cl
2022-06-24 13:42:09 +12:00

667 lines
24 KiB
Plaintext

SUBSYSTEM_DEF(mapping)
name = "Mapping"
init_order = INIT_ORDER_MAPPING
flags = SS_NO_FIRE
var/list/nuke_tiles = list()
var/list/nuke_threats = list()
var/datum/map_config/config
var/datum/map_config/next_map_config
var/map_voted = FALSE
var/list/map_templates = list()
var/list/ruins_templates = list()
///List of ruins, separated by their theme
var/list/themed_ruins = list()
var/datum/space_level/isolated_ruins_z //Created on demand during ruin loading.
var/list/shuttle_templates = list()
var/list/shelter_templates = list()
var/list/holodeck_templates = list()
var/list/areas_in_z = list()
var/loading_ruins = FALSE
var/list/turf/unused_turfs = list() //Not actually unused turfs they're unused but reserved for use for whatever requests them. "[zlevel_of_turf]" = list(turfs)
var/list/datum/turf_reservations //list of turf reservations
var/list/used_turfs = list() //list of turf = datum/turf_reservation
var/list/reservation_ready = list()
var/clearing_reserved_turfs = FALSE
///All possible biomes in assoc list as type || instance
var/list/biomes = list()
// Z-manager stuff
var/station_start // should only be used for maploading-related tasks
var/space_levels_so_far = 0
///list of all z level datums in the order of their z (z level 1 is at index 1, etc.)
var/list/datum/space_level/z_list
///list of all z level indices that form multiz connections and whether theyre linked up or down
///list of lists, inner lists are of the form: list("up or down link direction" = TRUE)
var/list/multiz_levels = list()
var/datum/space_level/transit
var/datum/space_level/empty_space
var/num_of_res_levels = 1
/// True when in the process of adding a new Z-level, global locking
var/adding_new_zlevel = FALSE
///shows the default gravity value for each z level. recalculated when gravity generators change.
///associative list of the form: list("[z level num]" = max generator gravity in that z level OR the gravity level trait)
var/list/gravity_by_z_level = list()
/datum/controller/subsystem/mapping/New()
..()
#ifdef FORCE_MAP
config = load_map_config(FORCE_MAP, FORCE_MAP_DIRECTORY)
#else
config = load_map_config(error_if_missing = FALSE)
#endif
/datum/controller/subsystem/mapping/Initialize(timeofday)
if(initialized)
return
if(config.defaulted)
var/old_config = config
config = global.config.defaultmap
if(!config || config.defaulted)
to_chat(world, span_boldannounce("Unable to load next or default map config, defaulting to Meta Station."))
config = old_config
initialize_biomes()
loadWorld()
determine_fake_sale()
repopulate_sorted_areas()
process_teleport_locs() //Sets up the wizard teleport locations
preloadTemplates()
#ifndef LOWMEMORYMODE
// Create space ruin levels
while (space_levels_so_far < config.space_ruin_levels)
++space_levels_so_far
add_new_zlevel("Empty Area [space_levels_so_far]", ZTRAITS_SPACE)
// and one level with no ruins
for (var/i in 1 to config.space_empty_levels)
++space_levels_so_far
empty_space = add_new_zlevel("Empty Area [space_levels_so_far]", list(ZTRAIT_LINKAGE = CROSSLINKED))
// Pick a random away mission.
if(CONFIG_GET(flag/roundstart_away))
createRandomZlevel(prob(CONFIG_GET(number/config_gateway_chance)))
loading_ruins = TRUE
setup_ruins()
loading_ruins = FALSE
#endif
// Run map generation after ruin generation to prevent issues
run_map_generation()
// Add the transit level
transit = add_new_zlevel("Transit/Reserved", list(ZTRAIT_RESERVED = TRUE))
repopulate_sorted_areas()
// Set up Z-level transitions.
setup_map_transitions()
generate_station_area_list()
initialize_reserved_level(transit.z_value)
SSticker.OnRoundstart(CALLBACK(src, .proc/spawn_maintenance_loot))
generate_z_level_linkages()
calculate_default_z_level_gravities()
return ..()
/datum/controller/subsystem/mapping/proc/calculate_default_z_level_gravities()
for(var/z_level in 1 to length(z_list))
calculate_z_level_gravity(z_level)
/datum/controller/subsystem/mapping/proc/generate_z_level_linkages()
for(var/z_level in 1 to length(z_list))
generate_linkages_for_z_level(z_level)
/datum/controller/subsystem/mapping/proc/generate_linkages_for_z_level(z_level)
if(!isnum(z_level) || z_level <= 0)
return FALSE
if(multiz_levels.len < z_level)
multiz_levels.len = z_level
var/linked_down = level_trait(z_level, ZTRAIT_DOWN)
var/linked_up = level_trait(z_level, ZTRAIT_UP)
multiz_levels[z_level] = list()
if(linked_down)
multiz_levels[z_level]["[DOWN]"] = TRUE
if(linked_up)
multiz_levels[z_level]["[UP]"] = TRUE
/datum/controller/subsystem/mapping/proc/calculate_z_level_gravity(z_level_number)
if(!isnum(z_level_number) || z_level_number < 1)
return FALSE
var/max_gravity = 0
for(var/obj/machinery/gravity_generator/main/grav_gen as anything in GLOB.gravity_generators["[z_level_number]"])
max_gravity = max(grav_gen.setting, max_gravity)
max_gravity = max_gravity || level_trait(z_level_number, ZTRAIT_GRAVITY) || 0//just to make sure no nulls
gravity_by_z_level["[z_level_number]"] = max_gravity
return max_gravity
/**
* ##setup_ruins
*
* Sets up all of the ruins to be spawned
*/
/datum/controller/subsystem/mapping/proc/setup_ruins()
// Generate mining ruins
var/list/lava_ruins = levels_by_trait(ZTRAIT_LAVA_RUINS)
if (lava_ruins.len)
seedRuins(lava_ruins, CONFIG_GET(number/lavaland_budget), list(/area/lavaland/surface/outdoors/unexplored), themed_ruins[ZTRAIT_LAVA_RUINS])
for (var/lava_z in lava_ruins)
spawn_rivers(lava_z)
var/list/ice_ruins = levels_by_trait(ZTRAIT_ICE_RUINS)
if (ice_ruins.len)
// needs to be whitelisted for underground too so place_below ruins work
seedRuins(ice_ruins, CONFIG_GET(number/icemoon_budget), list(/area/icemoon/surface/outdoors/unexplored, /area/icemoon/underground/unexplored), themed_ruins[ZTRAIT_ICE_RUINS])
for (var/ice_z in ice_ruins)
spawn_rivers(ice_z, 4, /turf/open/openspace/icemoon, /area/icemoon/surface/outdoors/unexplored/rivers)
var/list/ice_ruins_underground = levels_by_trait(ZTRAIT_ICE_RUINS_UNDERGROUND)
if (ice_ruins_underground.len)
seedRuins(ice_ruins_underground, CONFIG_GET(number/icemoon_budget), list(/area/icemoon/underground/unexplored), themed_ruins[ZTRAIT_ICE_RUINS_UNDERGROUND])
for (var/ice_z in ice_ruins_underground)
spawn_rivers(ice_z, 4, level_trait(ice_z, ZTRAIT_BASETURF), /area/icemoon/underground/unexplored/rivers)
// Generate deep space ruins
var/list/space_ruins = levels_by_trait(ZTRAIT_SPACE_RUINS)
if (space_ruins.len)
seedRuins(space_ruins, CONFIG_GET(number/space_budget), list(/area/space), themed_ruins[ZTRAIT_SPACE_RUINS])
/datum/controller/subsystem/mapping/proc/wipe_reservations(wipe_safety_delay = 100)
if(clearing_reserved_turfs || !initialized) //in either case this is just not needed.
return
clearing_reserved_turfs = TRUE
SSshuttle.transit_requesters.Cut()
message_admins("Clearing dynamic reservation space.")
var/list/obj/docking_port/mobile/in_transit = list()
for(var/i in SSshuttle.transit_docking_ports)
var/obj/docking_port/stationary/transit/T = i
if(!istype(T))
continue
in_transit[T] = T.get_docked()
var/go_ahead = world.time + wipe_safety_delay
if(in_transit.len)
message_admins("Shuttles in transit detected. Attempting to fast travel. Timeout is [wipe_safety_delay/10] seconds.")
var/list/cleared = list()
for(var/i in in_transit)
INVOKE_ASYNC(src, .proc/safety_clear_transit_dock, i, in_transit[i], cleared)
UNTIL((go_ahead < world.time) || (cleared.len == in_transit.len))
do_wipe_turf_reservations()
clearing_reserved_turfs = FALSE
/datum/controller/subsystem/mapping/proc/safety_clear_transit_dock(obj/docking_port/stationary/transit/T, obj/docking_port/mobile/M, list/returning)
M.setTimer(0)
var/error = M.initiate_docking(M.destination, M.preferred_direction)
if(!error)
returning += M
qdel(T, TRUE)
/* Nuke threats, for making the blue tiles on the station go RED
Used by the AI doomsday and the self-destruct nuke.
*/
/datum/controller/subsystem/mapping/proc/add_nuke_threat(datum/nuke)
nuke_threats[nuke] = TRUE
check_nuke_threats()
/datum/controller/subsystem/mapping/proc/remove_nuke_threat(datum/nuke)
nuke_threats -= nuke
check_nuke_threats()
/datum/controller/subsystem/mapping/proc/check_nuke_threats()
for(var/datum/d in nuke_threats)
if(!istype(d) || QDELETED(d))
nuke_threats -= d
for(var/N in nuke_tiles)
var/turf/open/floor/circuit/C = N
C.update_appearance()
/datum/controller/subsystem/mapping/proc/determine_fake_sale()
if(length(SSmapping.levels_by_all_traits(list(ZTRAIT_STATION, ZTRAIT_NOPARALLAX))))
GLOB.arcade_prize_pool += /obj/item/stack/tile/fakeice/loaded
else
GLOB.arcade_prize_pool += /obj/item/stack/tile/fakespace/loaded
/datum/controller/subsystem/mapping/Recover()
flags |= SS_NO_INIT
initialized = SSmapping.initialized
map_templates = SSmapping.map_templates
ruins_templates = SSmapping.ruins_templates
for (var/theme in SSmapping.themed_ruins)
themed_ruins[theme] = SSmapping.themed_ruins[theme]
shuttle_templates = SSmapping.shuttle_templates
shelter_templates = SSmapping.shelter_templates
unused_turfs = SSmapping.unused_turfs
turf_reservations = SSmapping.turf_reservations
used_turfs = SSmapping.used_turfs
holodeck_templates = SSmapping.holodeck_templates
transit = SSmapping.transit
areas_in_z = SSmapping.areas_in_z
config = SSmapping.config
next_map_config = SSmapping.next_map_config
clearing_reserved_turfs = SSmapping.clearing_reserved_turfs
z_list = SSmapping.z_list
multiz_levels = SSmapping.multiz_levels
#define INIT_ANNOUNCE(X) to_chat(world, span_boldannounce("[X]")); log_world(X)
/datum/controller/subsystem/mapping/proc/LoadGroup(list/errorList, name, path, files, list/traits, list/default_traits, silent = FALSE)
. = list()
var/start_time = REALTIMEOFDAY
if (!islist(files)) // handle single-level maps
files = list(files)
// check that the total z count of all maps matches the list of traits
var/total_z = 0
var/list/parsed_maps = list()
for (var/file in files)
var/full_path = "_maps/[path]/[file]"
var/datum/parsed_map/pm = new(file(full_path))
var/bounds = pm?.bounds
if (!bounds)
errorList |= full_path
continue
parsed_maps[pm] = total_z // save the start Z of this file
total_z += bounds[MAP_MAXZ] - bounds[MAP_MINZ] + 1
if (!length(traits)) // null or empty - default
for (var/i in 1 to total_z)
traits += list(default_traits)
else if (total_z != traits.len) // mismatch
INIT_ANNOUNCE("WARNING: [traits.len] trait sets specified for [total_z] z-levels in [path]!")
if (total_z < traits.len) // ignore extra traits
traits.Cut(total_z + 1)
while (total_z > traits.len) // fall back to defaults on extra levels
traits += list(default_traits)
// preload the relevant space_level datums
var/start_z = world.maxz + 1
var/i = 0
for (var/level in traits)
add_new_zlevel("[name][i ? " [i + 1]" : ""]", level)
++i
// load the maps
for (var/P in parsed_maps)
var/datum/parsed_map/pm = P
if (!pm.load(1, 1, start_z + parsed_maps[P], no_changeturf = TRUE))
errorList |= pm.original_path
if(!silent)
INIT_ANNOUNCE("Loaded [name] in [(REALTIMEOFDAY - start_time)/10]s!")
return parsed_maps
/datum/controller/subsystem/mapping/proc/loadWorld()
//if any of these fail, something has gone horribly, HORRIBLY, wrong
var/list/FailedZs = list()
// ensure we have space_level datums for compiled-in maps
InitializeDefaultZLevels()
// load the station
station_start = world.maxz + 1
INIT_ANNOUNCE("Loading [config.map_name]...")
LoadGroup(FailedZs, "Station", config.map_path, config.map_file, config.traits, ZTRAITS_STATION)
if(SSdbcore.Connect())
var/datum/db_query/query_round_map_name = SSdbcore.NewQuery({"
UPDATE [format_table_name("round")] SET map_name = :map_name WHERE id = :round_id
"}, list("map_name" = config.map_name, "round_id" = GLOB.round_id))
query_round_map_name.Execute()
qdel(query_round_map_name)
#ifndef LOWMEMORYMODE
// TODO: remove this when the DB is prepared for the z-levels getting reordered
while (world.maxz < (5 - 1) && space_levels_so_far < config.space_ruin_levels)
++space_levels_so_far
add_new_zlevel("Empty Area [space_levels_so_far]", ZTRAITS_SPACE)
if(config.minetype == "lavaland")
LoadGroup(FailedZs, "Lavaland", "map_files/Mining", "Lavaland.dmm", default_traits = ZTRAITS_LAVALAND)
else if (!isnull(config.minetype) && config.minetype != "none")
INIT_ANNOUNCE("WARNING: An unknown minetype '[config.minetype]' was set! This is being ignored! Update the maploader code!")
#endif
if(LAZYLEN(FailedZs)) //but seriously, unless the server's filesystem is messed up this will never happen
var/msg = "RED ALERT! The following map files failed to load: [FailedZs[1]]"
if(FailedZs.len > 1)
for(var/I in 2 to FailedZs.len)
msg += ", [FailedZs[I]]"
msg += ". Yell at your server host!"
INIT_ANNOUNCE(msg)
#undef INIT_ANNOUNCE
// Custom maps are removed after station loading so the map files does not persist for no reason.
if(config.map_path == CUSTOM_MAP_PATH)
fdel("_maps/custom/[config.map_file]")
// And as the file is now removed set the next map to default.
next_map_config = load_default_map_config()
GLOBAL_LIST_EMPTY(the_station_areas)
/datum/controller/subsystem/mapping/proc/generate_station_area_list()
var/static/list/station_areas_blacklist = typecacheof(list(/area/space, /area/mine, /area/ruin, /area/centcom/asteroid/nearstation))
for(var/area/A in world)
if (is_type_in_typecache(A, station_areas_blacklist))
continue
if (!A.contents.len || !(A.area_flags & UNIQUE_AREA))
continue
var/turf/picked = A.contents[1]
if (is_station_level(picked.z))
GLOB.the_station_areas += A.type
if(!GLOB.the_station_areas.len)
log_world("ERROR: Station areas list failed to generate!")
/datum/controller/subsystem/mapping/proc/run_map_generation()
for(var/area/A in world)
A.RunGeneration()
/datum/controller/subsystem/mapping/proc/maprotate()
if(map_voted || SSmapping.next_map_config) //If voted or set by other means.
return
var/players = GLOB.clients.len
var/list/mapvotes = list()
//count votes
var/pmv = CONFIG_GET(flag/preference_map_voting)
if(pmv)
for (var/client/c in GLOB.clients)
var/vote = c.prefs.read_preference(/datum/preference/choiced/preferred_map)
if (!vote)
if (global.config.defaultmap)
mapvotes[global.config.defaultmap.map_name] += 1
continue
mapvotes[vote] += 1
else
for(var/M in global.config.maplist)
mapvotes[M] = 1
//filter votes
for (var/map in mapvotes)
if (!map)
mapvotes.Remove(map)
continue
if (!(map in global.config.maplist))
mapvotes.Remove(map)
continue
if(map in SSpersistence.blocked_maps)
mapvotes.Remove(map)
continue
var/datum/map_config/VM = global.config.maplist[map]
if (!VM)
mapvotes.Remove(map)
continue
if (VM.voteweight <= 0)
mapvotes.Remove(map)
continue
if (VM.config_min_users > 0 && players < VM.config_min_users)
mapvotes.Remove(map)
continue
if (VM.config_max_users > 0 && players > VM.config_max_users)
mapvotes.Remove(map)
continue
if(pmv)
mapvotes[map] = mapvotes[map]*VM.voteweight
var/pickedmap = pick_weight(mapvotes)
if (!pickedmap)
return
var/datum/map_config/VM = global.config.maplist[pickedmap]
message_admins("Randomly rotating map to [VM.map_name]")
. = changemap(VM)
if (. && VM.map_name != config.map_name)
to_chat(world, span_boldannounce("Map rotation has chosen [VM.map_name] for next round!"))
/datum/controller/subsystem/mapping/proc/mapvote()
if(map_voted || SSmapping.next_map_config) //If voted or set by other means.
return
if(SSvote.current_vote) //Theres already a vote running, default to rotation.
maprotate()
return
SSvote.initiate_vote(/datum/vote/map_vote, "automatic map rotation", forced = TRUE)
/datum/controller/subsystem/mapping/proc/changemap(datum/map_config/change_to)
if(!change_to.MakeNextMap())
next_map_config = load_default_map_config()
message_admins("Failed to set new map with next_map.json for [change_to.map_name]! Using default as backup!")
return
if (change_to.config_min_users > 0 && GLOB.clients.len < change_to.config_min_users)
message_admins("[change_to.map_name] was chosen for the next map, despite there being less current players than its set minimum population range!")
log_game("[change_to.map_name] was chosen for the next map, despite there being less current players than its set minimum population range!")
if (change_to.config_max_users > 0 && GLOB.clients.len > change_to.config_max_users)
message_admins("[change_to.map_name] was chosen for the next map, despite there being more current players than its set maximum population range!")
log_game("[change_to.map_name] was chosen for the next map, despite there being more current players than its set maximum population range!")
next_map_config = change_to
return TRUE
/datum/controller/subsystem/mapping/proc/preloadTemplates(path = "_maps/templates/") //see master controller setup
var/list/filelist = flist(path)
for(var/map in filelist)
var/datum/map_template/T = new(path = "[path][map]", rename = "[map]")
map_templates[T.name] = T
preloadRuinTemplates()
preloadShuttleTemplates()
preloadShelterTemplates()
preloadHolodeckTemplates()
/datum/controller/subsystem/mapping/proc/preloadRuinTemplates()
// Still supporting bans by filename
var/list/banned = generateMapList("lavaruinblacklist.txt")
banned += generateMapList("spaceruinblacklist.txt")
banned += generateMapList("iceruinblacklist.txt")
for(var/item in sort_list(subtypesof(/datum/map_template/ruin), /proc/cmp_ruincost_priority))
var/datum/map_template/ruin/ruin_type = item
// screen out the abstract subtypes
if(!initial(ruin_type.id))
continue
var/datum/map_template/ruin/R = new ruin_type()
if(banned.Find(R.mappath))
continue
map_templates[R.name] = R
ruins_templates[R.name] = R
if (!(R.ruin_type in themed_ruins))
themed_ruins[R.ruin_type] = list()
themed_ruins[R.ruin_type][R.name] = R
/datum/controller/subsystem/mapping/proc/preloadShuttleTemplates()
var/list/unbuyable = generateMapList("unbuyableshuttles.txt")
for(var/item in subtypesof(/datum/map_template/shuttle))
var/datum/map_template/shuttle/shuttle_type = item
if(!(initial(shuttle_type.suffix)))
continue
var/datum/map_template/shuttle/S = new shuttle_type()
if(unbuyable.Find(S.mappath))
S.who_can_purchase = null
shuttle_templates[S.shuttle_id] = S
map_templates[S.shuttle_id] = S
/datum/controller/subsystem/mapping/proc/preloadShelterTemplates()
for(var/item in subtypesof(/datum/map_template/shelter))
var/datum/map_template/shelter/shelter_type = item
if(!(initial(shelter_type.mappath)))
continue
var/datum/map_template/shelter/S = new shelter_type()
shelter_templates[S.shelter_id] = S
map_templates[S.shelter_id] = S
/datum/controller/subsystem/mapping/proc/preloadHolodeckTemplates()
for(var/item in subtypesof(/datum/map_template/holodeck))
var/datum/map_template/holodeck/holodeck_type = item
if(!(initial(holodeck_type.mappath)))
continue
var/datum/map_template/holodeck/holo_template = new holodeck_type()
holodeck_templates[holo_template.template_id] = holo_template
//Manual loading of away missions.
/client/proc/admin_away()
set name = "Load Away Mission"
set category = "Admin.Events"
if(!holder ||!check_rights(R_FUN))
return
if(!GLOB.the_gateway)
if(tgui_alert(usr, "There's no home gateway on the station. You sure you want to continue ?", "Uh oh", list("Yes", "No")) != "Yes")
return
var/list/possible_options = GLOB.potentialRandomZlevels + "Custom"
var/away_name
var/datum/space_level/away_level
var/secret = FALSE
if(tgui_alert(usr, "Do you want your mission secret? (This will prevent ghosts from looking at your map in any way other than through a living player's eyes.)", "Are you $$$ekret?", list("Yes", "No")) == "Yes")
secret = TRUE
var/answer = input("What kind?","Away") as null|anything in possible_options
switch(answer)
if("Custom")
var/mapfile = input("Pick file:", "File") as null|file
if(!mapfile)
return
away_name = "[mapfile] custom"
to_chat(usr,span_notice("Loading [away_name]..."))
var/datum/map_template/template = new(mapfile, "Away Mission")
away_level = template.load_new_z(secret)
else
if(answer in GLOB.potentialRandomZlevels)
away_name = answer
to_chat(usr,span_notice("Loading [away_name]..."))
var/datum/map_template/template = new(away_name, "Away Mission")
away_level = template.load_new_z(secret)
else
return
message_admins("Admin [key_name_admin(usr)] has loaded [away_name] away mission.")
log_admin("Admin [key_name(usr)] has loaded [away_name] away mission.")
if(!away_level)
message_admins("Loading [away_name] failed!")
return
/datum/controller/subsystem/mapping/proc/RequestBlockReservation(width, height, z, type = /datum/turf_reservation, turf_type_override)
UNTIL((!z || reservation_ready["[z]"]) && !clearing_reserved_turfs)
var/datum/turf_reservation/reserve = new type
if(turf_type_override)
reserve.turf_type = turf_type_override
if(!z)
for(var/i in levels_by_trait(ZTRAIT_RESERVED))
if(reserve.Reserve(width, height, i))
return reserve
//If we didn't return at this point, theres a good chance we ran out of room on the exisiting reserved z levels, so lets try a new one
num_of_res_levels += 1
var/datum/space_level/newReserved = add_new_zlevel("Transit/Reserved [num_of_res_levels]", list(ZTRAIT_RESERVED = TRUE))
initialize_reserved_level(newReserved.z_value)
if(reserve.Reserve(width, height, newReserved.z_value))
return reserve
else
if(!level_trait(z, ZTRAIT_RESERVED))
qdel(reserve)
return
else
if(reserve.Reserve(width, height, z))
return reserve
QDEL_NULL(reserve)
//This is not for wiping reserved levels, use wipe_reservations() for that.
/datum/controller/subsystem/mapping/proc/initialize_reserved_level(z)
UNTIL(!clearing_reserved_turfs) //regardless, lets add a check just in case.
clearing_reserved_turfs = TRUE //This operation will likely clear any existing reservations, so lets make sure nothing tries to make one while we're doing it.
if(!level_trait(z,ZTRAIT_RESERVED))
clearing_reserved_turfs = FALSE
CRASH("Invalid z level prepared for reservations.")
var/turf/A = get_turf(locate(SHUTTLE_TRANSIT_BORDER,SHUTTLE_TRANSIT_BORDER,z))
var/turf/B = get_turf(locate(world.maxx - SHUTTLE_TRANSIT_BORDER,world.maxy - SHUTTLE_TRANSIT_BORDER,z))
var/block = block(A, B)
for(var/t in block)
// No need to empty() these, because it's world init and they're
// already /turf/open/space/basic.
var/turf/T = t
T.flags_1 |= UNUSED_RESERVATION_TURF
unused_turfs["[z]"] = block
reservation_ready["[z]"] = TRUE
clearing_reserved_turfs = FALSE
/datum/controller/subsystem/mapping/proc/reserve_turfs(list/turfs)
for(var/i in turfs)
var/turf/T = i
T.empty(RESERVED_TURF_TYPE, RESERVED_TURF_TYPE, null, TRUE)
LAZYINITLIST(unused_turfs["[T.z]"])
unused_turfs["[T.z]"] |= T
T.flags_1 |= UNUSED_RESERVATION_TURF
GLOB.areas_by_type[world.area].contents += T
CHECK_TICK
//DO NOT CALL THIS PROC DIRECTLY, CALL wipe_reservations().
/datum/controller/subsystem/mapping/proc/do_wipe_turf_reservations()
PRIVATE_PROC(TRUE)
UNTIL(initialized) //This proc is for AFTER init, before init turf reservations won't even exist and using this will likely break things.
for(var/i in turf_reservations)
var/datum/turf_reservation/TR = i
if(!QDELETED(TR))
qdel(TR, TRUE)
UNSETEMPTY(turf_reservations)
var/list/clearing = list()
for(var/l in unused_turfs) //unused_turfs is an assoc list by z = list(turfs)
if(islist(unused_turfs[l]))
clearing |= unused_turfs[l]
clearing |= used_turfs //used turfs is an associative list, BUT, reserve_turfs() can still handle it. If the code above works properly, this won't even be needed as the turfs would be freed already.
unused_turfs.Cut()
used_turfs.Cut()
reserve_turfs(clearing)
///Initialize all biomes, assoc as type || instance
/datum/controller/subsystem/mapping/proc/initialize_biomes()
for(var/biome_path in subtypesof(/datum/biome))
var/datum/biome/biome_instance = new biome_path()
biomes[biome_path] += biome_instance
/datum/controller/subsystem/mapping/proc/reg_in_areas_in_z(list/areas)
for(var/B in areas)
var/area/A = B
A.reg_in_areas_in_z()
/datum/controller/subsystem/mapping/proc/get_isolated_ruin_z()
if(!isolated_ruins_z)
isolated_ruins_z = add_new_zlevel("Isolated Ruins/Reserved", list(ZTRAIT_RESERVED = TRUE, ZTRAIT_ISOLATED_RUINS = TRUE))
initialize_reserved_level(isolated_ruins_z.z_value)
return isolated_ruins_z.z_value
/datum/controller/subsystem/mapping/proc/spawn_maintenance_loot()
for(var/obj/effect/spawner/random/maintenance/spawner as anything in GLOB.maintenance_loot_spawners)
CHECK_TICK
spawner.spawn_loot()
qdel(spawner)