Files
Bubberstation/code/datums/mapgen/CaveGenerator.dm
SkyratBot 4a7f0af0c9 [MIRROR] Made geysers easier to find [MDB IGNORE] (#17879)
Made geysers easier to find

Co-authored-by: RikuTheKiller <88713943+RikuTheKiller@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2022-12-06 14:57:00 -08:00

171 lines
7.3 KiB
Plaintext

/datum/map_generator/cave_generator
var/name = "Cave Generator"
///Weighted list of the types that spawns if the turf is open
var/weighted_open_turf_types = list(/turf/open/misc/asteroid/airless = 1)
///Expanded list of the types that spawns if the turf is open
var/open_turf_types
///Weighted list of the types that spawns if the turf is closed
var/weighted_closed_turf_types = list(/turf/closed/mineral/random = 1)
///Expanded list of the types that spawns if the turf is closed
var/closed_turf_types
///Weighted list of mobs that can spawn in the area.
var/list/weighted_mob_spawn_list
///Expanded list of mobs that can spawn in the area. Reads from the weighted list
var/list/mob_spawn_list
///The mob spawn list but with no megafauna markers. autogenerated
var/list/mob_spawn_no_mega_list
// Weighted list of Megafauna that can spawn in the area
var/list/weighted_megafauna_spawn_list
///Expanded list of Megafauna that can spawn in the area. Reads from the weighted list
var/list/megafauna_spawn_list
///Weighted list of flora that can spawn in the area.
var/list/weighted_flora_spawn_list
///Expanded list of flora that can spawn in the area. Reads from the weighted list
var/list/flora_spawn_list
///Weighted list of extra features that can spawn in the area, such as geysers.
var/list/weighted_feature_spawn_list
///Expanded list of extra features that can spawn in the area. Reads from the weighted list
var/list/feature_spawn_list
///Base chance of spawning a mob
var/mob_spawn_chance = 6
///Base chance of spawning flora
var/flora_spawn_chance = 2
///Base chance of spawning features
var/feature_spawn_chance = 0.15
///Unique ID for this spawner
var/string_gen
///Chance of cells starting closed
var/initial_closed_chance = 45
///Amount of smoothing iterations
var/smoothing_iterations = 20
///How much neighbours does a dead cell need to become alive
var/birth_limit = 4
///How little neighbours does a alive cell need to die
var/death_limit = 3
/datum/map_generator/cave_generator/New()
. = ..()
if(!weighted_mob_spawn_list)
weighted_mob_spawn_list = list(/mob/living/simple_animal/hostile/asteroid/goldgrub = 1, /mob/living/simple_animal/hostile/asteroid/goliath = 5, /mob/living/simple_animal/hostile/asteroid/basilisk = 4, /mob/living/simple_animal/hostile/asteroid/hivelord = 3)
mob_spawn_list = expand_weights(weighted_mob_spawn_list)
mob_spawn_no_mega_list = expand_weights(weighted_mob_spawn_list - SPAWN_MEGAFAUNA)
if(!weighted_megafauna_spawn_list)
weighted_megafauna_spawn_list = GLOB.megafauna_spawn_list
megafauna_spawn_list = expand_weights(weighted_megafauna_spawn_list)
if(!weighted_flora_spawn_list)
weighted_flora_spawn_list = list(/obj/structure/flora/ash/leaf_shroom = 2 , /obj/structure/flora/ash/cap_shroom = 2 , /obj/structure/flora/ash/stem_shroom = 2 , /obj/structure/flora/ash/cacti = 1, /obj/structure/flora/ash/tall_shroom = 2, /obj/structure/flora/ash/seraka = 2)
flora_spawn_list = expand_weights(weighted_flora_spawn_list)
if(!weighted_feature_spawn_list)
weighted_feature_spawn_list = list(/obj/structure/geyser/random = 1)
feature_spawn_list = expand_weights(weighted_feature_spawn_list)
open_turf_types = expand_weights(weighted_open_turf_types)
closed_turf_types = expand_weights(weighted_closed_turf_types)
/datum/map_generator/cave_generator/generate_terrain(list/turfs, area/generate_in)
. = ..()
if(!(generate_in.area_flags & CAVES_ALLOWED))
return
var/start_time = REALTIMEOFDAY
string_gen = rustg_cnoise_generate("[initial_closed_chance]", "[smoothing_iterations]", "[birth_limit]", "[death_limit]", "[world.maxx]", "[world.maxy]") //Generate the raw CA data
// Area var pullouts to make accessing in the loop faster
var/flora_allowed = (generate_in.area_flags & FLORA_ALLOWED) && length(flora_spawn_list)
var/feature_allowed = (generate_in.area_flags & FLORA_ALLOWED) && length(feature_spawn_list)
var/mobs_allowed = (generate_in.area_flags & MOB_SPAWN_ALLOWED) && length(mob_spawn_list)
var/megas_allowed = (generate_in.area_flags & MEGAFAUNA_SPAWN_ALLOWED) && length(megafauna_spawn_list)
for(var/i in turfs) //Go through all the turfs and generate them
var/turf/gen_turf = i
//SKYRAT EDIT ADDITION
if(istype(gen_turf, /turf/open/space/mirage))
continue
//SKYRAT EDIT END
var/closed = string_gen[world.maxx * (gen_turf.y - 1) + gen_turf.x] != "0"
var/turf/new_turf = pick(closed ? closed_turf_types : open_turf_types)
// The assumption is this will be faster then changeturf, and changeturf isn't required since by this point
// The old tile hasn't got the chance to init yet
new_turf = new new_turf(gen_turf)
if(gen_turf.turf_flags & NO_RUINS)
new_turf.flags_1 |= NO_RUINS
if(closed)//Open turfs have some special behavior related to spawning flora and mobs.
CHECK_TICK
continue
// If we've spawned something yet
var/spawned_something = FALSE
///Spawning isn't done in procs to save on overhead on the 60k turfs we're going through.
//FLORA SPAWNING HERE
if(flora_allowed && prob(flora_spawn_chance))
var/flora_type = pick(flora_spawn_list)
new flora_type(new_turf)
spawned_something = TRUE
//FEATURE SPAWNING HERE
if(feature_allowed && prob(feature_spawn_chance))
var/can_spawn = TRUE
var/atom/picked_feature = pick(feature_spawn_list)
for(var/obj/structure/existing_feature in range(7, new_turf))
if(istype(existing_feature, picked_feature))
can_spawn = FALSE
break
if(can_spawn)
new picked_feature(new_turf)
spawned_something = TRUE
//MOB SPAWNING HERE
if(mobs_allowed && !spawned_something && prob(mob_spawn_chance))
var/atom/picked_mob = pick(mob_spawn_list)
if(picked_mob == SPAWN_MEGAFAUNA)
if(megas_allowed) //this is danger. it's boss time.
picked_mob = pick(megafauna_spawn_list)
else //this is not danger, don't spawn a boss, spawn something else
picked_mob = pick(mob_spawn_no_mega_list) //What if we used 100% of the brain...and did something (slightly) less shit than a while loop?
var/can_spawn = TRUE
// 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, new_turf))
can_spawn = FALSE
break
//if the random is a standard mob, avoid spawning if there's another one within 12 tiles
else if(isminingpath(picked_mob))
for(var/mob/living/mob_blocker in range(12, new_turf))
if(ismining(mob_blocker))
can_spawn = FALSE
break
//if there's a megafauna within standard view don't spawn anything at all (This isn't really consistent, I don't know why we do this. you do you tho)
if(can_spawn)
for(var/mob/living/simple_animal/hostile/megafauna/found_fauna in range(7, new_turf))
can_spawn = FALSE
break
if(can_spawn)
if(ispath(picked_mob, /mob/living/simple_animal/hostile/megafauna/bubblegum)) //there can be only one bubblegum, so don't waste spawns on it
weighted_megafauna_spawn_list.Remove(picked_mob)
megafauna_spawn_list = expand_weights(weighted_megafauna_spawn_list)
megas_allowed = megas_allowed && length(megafauna_spawn_list)
new picked_mob(new_turf)
spawned_something = TRUE
CHECK_TICK
var/message = "[name] finished in [(REALTIMEOFDAY - start_time)/10]s!"
add_startup_message(message) //SKYRAT EDIT CHANGE
log_world(message)