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