Files
Bubberstation/code/modules/mapping/map_template.dm
SkyratBot 170d7f9efe [MIRROR] Forces areas to create their lighting objects when loaded from a map template [MDB IGNORE] (#9614)
* Forces areas to create their lighting objects when loaded from a map template (#62931)

Continues the journey of #61730. This time, all map templates will see their area lighting objects created upon getting loaded if they have static_lighting = TRUE. This means that places like Hilbert's hotel, as well as any map placed by an admin during the round, will now be able to properly have dynamic lights without any need for VV shenanigans.

Tested and working, I tested with Hilbert's hotel and by spawning a couple of other map templates to confirm.

Fixes #61558, closes #61340 (kinda not, but it's already fixed anyway, and loosely related to this) and should be the final nail in the coffin of #61349.

Courtesy ping to @ TiviPlus, just in case you had anything to say about it.

* Forces areas to create their lighting objects when loaded from a map template

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2021-11-22 16:31:37 +00:00

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/datum/map_template
var/name = "Default Template Name"
var/width = 0
var/height = 0
var/mappath = null
var/loaded = 0 // Times loaded this round
var/datum/parsed_map/cached_map
var/keep_cached_map = FALSE
var/station_id = null // used to override the root id when generating
///if true, turfs loaded from this template are placed on top of the turfs already there, defaults to TRUE
var/should_place_on_top = TRUE
///if true, creates a list of all atoms created by this template loading, defaults to FALSE
var/returns_created_atoms = FALSE
///the list of atoms created by this template being loaded, only populated if returns_created_atoms is TRUE
var/list/created_atoms = list()
//make sure this list is accounted for/cleared if you request it from ssatoms!
/datum/map_template/New(path = null, rename = null, cache = FALSE)
if(path)
mappath = path
if(mappath)
preload_size(mappath, cache)
if(rename)
name = rename
/datum/map_template/proc/preload_size(path, cache = FALSE)
var/datum/parsed_map/parsed = new(file(path))
var/bounds = parsed?.bounds
if(bounds)
width = bounds[MAP_MAXX] // Assumes all templates are rectangular, have a single Z level, and begin at 1,1,1
height = bounds[MAP_MAXY]
if(cache)
cached_map = parsed
return bounds
/datum/map_template/proc/initTemplateBounds(list/bounds)
if (!bounds) //something went wrong
stack_trace("[name] template failed to initialize correctly!")
return
var/list/obj/machinery/atmospherics/atmos_machines = list()
var/list/obj/structure/cable/cables = list()
var/list/atom/movable/movables = list()
var/list/area/areas = list()
var/list/turfs = block(
locate(
bounds[MAP_MINX],
bounds[MAP_MINY],
bounds[MAP_MINZ]
),
locate(
bounds[MAP_MAXX],
bounds[MAP_MAXY],
bounds[MAP_MAXZ]
)
)
for(var/turf/current_turf as anything in turfs)
var/area/current_turfs_area = current_turf.loc
areas |= current_turfs_area
if(!SSatoms.initialized)
continue
for(var/movable_in_turf in current_turf)
movables += movable_in_turf
if(istype(movable_in_turf, /obj/structure/cable))
cables += movable_in_turf
continue
if(istype(movable_in_turf, /obj/machinery/atmospherics))
atmos_machines += movable_in_turf
// Not sure if there is some importance here to make sure the area is in z
// first or not. Its defined In Initialize yet its run first in templates
// BEFORE so... hummm
SSmapping.reg_in_areas_in_z(areas)
SSnetworks.assign_areas_root_ids(areas, src)
if(!SSatoms.initialized)
return
SSatoms.InitializeAtoms(areas + turfs + movables, returns_created_atoms ? created_atoms : null)
for(var/turf/unlit as anything in turfs)
if(unlit.always_lit)
continue
var/area/loc_area = unlit.loc
if(!loc_area.static_lighting)
continue
unlit.lighting_build_overlay()
// NOTE, now that Initialize and LateInitialize run correctly, do we really
// need these two below?
SSmachines.setup_template_powernets(cables)
SSair.setup_template_machinery(atmos_machines)
//calculate all turfs inside the border
var/list/template_and_bordering_turfs = block(
locate(
max(bounds[MAP_MINX]-1, 1),
max(bounds[MAP_MINY]-1, 1),
bounds[MAP_MINZ]
),
locate(
min(bounds[MAP_MAXX]+1, world.maxx),
min(bounds[MAP_MAXY]+1, world.maxy),
bounds[MAP_MAXZ]
)
)
for(var/turf/affected_turf as anything in template_and_bordering_turfs)
affected_turf.air_update_turf(TRUE, TRUE)
affected_turf.levelupdate()
/datum/map_template/proc/load_new_z(secret = FALSE)
var/x = round((world.maxx - width) * 0.5) + 1
var/y = round((world.maxy - height) * 0.5) + 1
var/datum/space_level/level = SSmapping.add_new_zlevel(name, secret ? ZTRAITS_AWAY_SECRET : ZTRAITS_AWAY)
var/datum/parsed_map/parsed = load_map(file(mappath), x, y, level.z_value, no_changeturf=(SSatoms.initialized == INITIALIZATION_INSSATOMS), placeOnTop=should_place_on_top)
var/list/bounds = parsed.bounds
if(!bounds)
return FALSE
repopulate_sorted_areas()
//initialize things that are normally initialized after map load
initTemplateBounds(bounds)
smooth_zlevel(world.maxz)
log_game("Z-level [name] loaded at [x],[y],[world.maxz]")
return level
/datum/map_template/proc/load(turf/T, centered = FALSE)
if(centered)
T = locate(T.x - round(width/2) , T.y - round(height/2) , T.z)
if(!T)
return
if(T.x+width > world.maxx)
return
if(T.y+height > world.maxy)
return
var/list/border = block(locate(max(T.x-1, 1), max(T.y-1, 1), T.z),
locate(min(T.x+width+1, world.maxx), min(T.y+height+1, world.maxy), T.z))
for(var/L in border)
var/turf/turf_to_disable = L
SSair.remove_from_active(turf_to_disable) //stop processing turfs along the border to prevent runtimes, we return it in initTemplateBounds()
turf_to_disable.atmos_adjacent_turfs?.Cut()
// Accept cached maps, but don't save them automatically - we don't want
// ruins clogging up memory for the whole round.
var/datum/parsed_map/parsed = cached_map || new(file(mappath))
cached_map = keep_cached_map ? parsed : null
var/list/turf_blacklist = list()
update_blacklist(T, turf_blacklist)
parsed.turf_blacklist = turf_blacklist
if(!parsed.load(T.x, T.y, T.z, cropMap=TRUE, no_changeturf=(SSatoms.initialized == INITIALIZATION_INSSATOMS), placeOnTop=should_place_on_top))
return
var/list/bounds = parsed.bounds
if(!bounds)
return
if(!SSmapping.loading_ruins) //Will be done manually during mapping ss init
repopulate_sorted_areas()
//initialize things that are normally initialized after map load
initTemplateBounds(bounds)
log_game("[name] loaded at [T.x],[T.y],[T.z]")
return bounds
/datum/map_template/proc/post_load()
return
/datum/map_template/proc/update_blacklist(turf/T, list/input_blacklist)
return
/datum/map_template/proc/get_affected_turfs(turf/T, centered = FALSE)
var/turf/placement = T
if(centered)
var/turf/corner = locate(placement.x - round(width/2), placement.y - round(height/2), placement.z)
if(corner)
placement = corner
return block(placement, locate(placement.x+width-1, placement.y+height-1, placement.z))
//for your ever biggening badminnery kevinz000
//❤ - Cyberboss
/proc/load_new_z_level(file, name, secret)
var/datum/map_template/template = new(file, name, TRUE)
if(!template.cached_map || template.cached_map.check_for_errors())
return FALSE
template.load_new_z(secret)
return TRUE